2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 /** @file train_cmd.cpp Handling of trains. */
12 #include "articulated_vehicles.h"
13 #include "command_func.h"
14 #include "error_func.h"
15 #include "pathfinder/npf/npf_func.h"
16 #include "pathfinder/yapf/yapf.hpp"
17 #include "news_func.h"
18 #include "company_func.h"
19 #include "newgrf_sound.h"
20 #include "newgrf_text.h"
21 #include "strings_func.h"
22 #include "viewport_func.h"
23 #include "vehicle_func.h"
24 #include "sound_func.h"
26 #include "game/game.hpp"
27 #include "newgrf_station.h"
28 #include "effectvehicle_func.h"
29 #include "network/network.h"
30 #include "spritecache.h"
31 #include "core/random_func.hpp"
32 #include "company_base.h"
34 #include "order_backup.h"
35 #include "zoom_func.h"
36 #include "newgrf_debug.h"
37 #include "framerate_type.h"
38 #include "train_cmd.h"
40 #include "timer/timer_game_calendar.h"
41 #include "timer/timer_game_economy.h"
43 #include "table/strings.h"
44 #include "table/train_sprites.h"
46 #include "safeguards.h"
48 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
);
49 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
50 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
51 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
52 static void CheckIfTrainNeedsService(Train
*v
);
53 static void CheckNextTrainTile(Train
*v
);
55 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
56 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
59 bool IsValidImageIndex
<VEH_TRAIN
>(uint8_t image_index
)
61 return image_index
< lengthof(_engine_sprite_base
);
66 * Return the cargo weight multiplier to use for a rail vehicle
67 * @param cargo Cargo type to get multiplier for
68 * @return Cargo weight multiplier
70 byte
FreightWagonMult(CargoID cargo
)
72 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
73 return _settings_game
.vehicle
.freight_trains
;
76 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
77 void CheckTrainsLengths()
81 for (const Train
*v
: Train::Iterate()) {
82 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
83 for (const Train
*u
= v
, *w
= v
->Next(); w
!= nullptr; u
= w
, w
= w
->Next()) {
84 if (u
->track
!= TRACK_BIT_DEPOT
) {
85 if ((w
->track
!= TRACK_BIT_DEPOT
&&
86 std::max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
87 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
88 SetDParam(0, v
->index
);
89 SetDParam(1, v
->owner
);
90 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
92 if (!_networking
&& first
) {
94 Command
<CMD_PAUSE
>::Post(PM_PAUSED_ERROR
, true);
96 /* Break so we warn only once for each train. */
106 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
107 * to/removed from the chain, and when the game is loaded.
108 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
109 * @param allowed_changes Stuff that is allowed to change.
111 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
113 uint16_t max_speed
= UINT16_MAX
;
115 assert(this->IsFrontEngine() || this->IsFreeWagon());
117 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
118 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
119 this->gcache
.cached_total_length
= 0;
120 this->compatible_railtypes
= RAILTYPES_NONE
;
122 bool train_can_tilt
= true;
123 int min_curve_speed_mod
= INT_MAX
;
125 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
126 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
128 /* Check the this->first cache. */
129 assert(u
->First() == this);
131 /* update the 'first engine' */
132 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
133 u
->railtype
= rvi_u
->railtype
;
135 if (u
->IsEngine()) first_engine
= u
->engine_type
;
137 /* Set user defined data to its default value */
138 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
139 this->InvalidateNewGRFCache();
140 u
->InvalidateNewGRFCache();
143 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
144 /* Update user defined data (must be done before other properties) */
145 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
146 this->InvalidateNewGRFCache();
147 u
->InvalidateNewGRFCache();
150 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
151 const Engine
*e_u
= u
->GetEngine();
152 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
154 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
155 min_curve_speed_mod
= std::min(min_curve_speed_mod
, u
->GetCurveSpeedModifier());
157 /* Cache wagon override sprite group. nullptr is returned if there is none */
158 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
160 /* Reset colour map */
161 u
->colourmap
= PAL_NONE
;
163 /* Update powered-wagon-status and visual effect */
164 u
->UpdateVisualEffect(true);
166 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
167 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
168 /* wagon is powered */
169 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
171 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
174 if (!u
->IsArticulatedPart()) {
175 /* Do not count powered wagons for the compatible railtypes, as wagons always
176 have railtype normal */
177 if (rvi_u
->power
> 0) {
178 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
181 /* Some electric engines can be allowed to run on normal rail. It happens to all
182 * existing electric engines when elrails are disabled and then re-enabled */
183 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
184 u
->railtype
= RAILTYPE_RAIL
;
185 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
188 /* max speed is the minimum of the speed limits of all vehicles in the consist */
189 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
190 uint16_t speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
191 if (speed
!= 0) max_speed
= std::min(speed
, max_speed
);
195 uint16_t new_cap
= e_u
->DetermineCapacity(u
);
196 if (allowed_changes
& CCF_CAPACITY
) {
197 /* Update vehicle capacity. */
198 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
199 u
->refit_cap
= std::min(new_cap
, u
->refit_cap
);
200 u
->cargo_cap
= new_cap
;
202 /* Verify capacity hasn't changed. */
203 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
205 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
207 /* check the vehicle length (callback) */
208 uint16_t veh_len
= CALLBACK_FAILED
;
209 if (e_u
->GetGRF() != nullptr && e_u
->GetGRF()->grf_version
>= 8) {
210 /* Use callback 36 */
211 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
213 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
214 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
216 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
217 /* Use callback 11 */
218 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
220 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
221 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
223 if (allowed_changes
& CCF_LENGTH
) {
224 /* Update vehicle length. */
225 u
->gcache
.cached_veh_length
= veh_len
;
227 /* Verify length hasn't changed. */
228 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
231 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
232 this->InvalidateNewGRFCache();
233 u
->InvalidateNewGRFCache();
236 /* store consist weight/max speed in cache */
237 this->vcache
.cached_max_speed
= max_speed
;
238 this->tcache
.cached_tilt
= train_can_tilt
;
239 this->tcache
.cached_curve_speed_mod
= min_curve_speed_mod
;
240 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
242 /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
243 this->CargoChanged();
245 if (this->IsFrontEngine()) {
246 this->UpdateAcceleration();
247 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
248 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
249 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
250 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
255 * Get the stop location of (the center) of the front vehicle of a train at
256 * a platform of a station.
257 * @param station_id the ID of the station where we're stopping
258 * @param tile the tile where the vehicle currently is
259 * @param v the vehicle to get the stop location of
260 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
261 * @param station_length 'return' the station length in 1/16th tiles
262 * @return the location, calculated from the begin of the station to stop at.
264 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
266 const Station
*st
= Station::Get(station_id
);
267 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
268 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
270 /* Default to the middle of the station for stations stops that are not in
271 * the order list like intermediate stations when non-stop is disabled */
272 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
273 if (v
->gcache
.cached_total_length
>= *station_length
) {
274 /* The train is longer than the station, make it stop at the far end of the platform */
275 osl
= OSL_PLATFORM_FAR_END
;
276 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
277 osl
= v
->current_order
.GetStopLocation();
280 /* The stop location of the FRONT! of the train */
283 default: NOT_REACHED();
285 case OSL_PLATFORM_NEAR_END
:
286 stop
= v
->gcache
.cached_total_length
;
289 case OSL_PLATFORM_MIDDLE
:
290 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
293 case OSL_PLATFORM_FAR_END
:
294 stop
= *station_length
;
298 /* Subtract half the front vehicle length of the train so we get the real
299 * stop location of the train. */
300 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
305 * Computes train speed limit caused by curves
306 * @return imposed speed limit
308 int Train::GetCurveSpeedLimit() const
310 assert(this->First() == this);
312 static const int absolute_max_speed
= UINT16_MAX
;
313 int max_speed
= absolute_max_speed
;
315 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
317 int curvecount
[2] = {0, 0};
319 /* first find the curve speed limit */
324 for (const Vehicle
*u
= this; u
->Next() != nullptr; u
= u
->Next(), pos
++) {
325 Direction this_dir
= u
->direction
;
326 Direction next_dir
= u
->Next()->direction
;
328 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
329 if (dirdiff
== DIRDIFF_SAME
) continue;
331 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
332 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
333 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
336 sum
+= pos
- lastpos
;
337 if (pos
- lastpos
== 1 && max_speed
> 88) {
344 /* if we have a 90 degree turn, fix the speed limit to 60 */
345 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
350 if (numcurve
> 0 && max_speed
> 88) {
351 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
352 max_speed
= absolute_max_speed
;
355 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
359 if (max_speed
!= absolute_max_speed
) {
360 /* Apply the current railtype's curve speed advantage */
361 const RailTypeInfo
*rti
= GetRailTypeInfo(GetRailType(this->tile
));
362 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
364 if (this->tcache
.cached_tilt
) {
365 /* Apply max_speed bonus of 20% for a tilting train */
366 max_speed
+= max_speed
/ 5;
369 /* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
370 * and clamp the result to an acceptable range. */
371 max_speed
+= (max_speed
* this->tcache
.cached_curve_speed_mod
) / 256;
372 max_speed
= Clamp(max_speed
, 2, absolute_max_speed
);
379 * Calculates the maximum speed of the vehicle under its current conditions.
380 * @return Maximum speed of the vehicle.
382 int Train::GetCurrentMaxSpeed() const
384 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
385 this->gcache
.cached_max_track_speed
:
386 this->tcache
.cached_max_curve_speed
;
388 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
389 StationID sid
= GetStationIndex(this->tile
);
390 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
393 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
395 /* The distance to go is whatever is still ahead of the train minus the
396 * distance from the train's stop location to the end of the platform */
397 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
399 if (distance_to_go
> 0) {
400 int st_max_speed
= 120;
402 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
403 if (max_speed
> (this->cur_speed
- delta_v
)) {
404 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
407 st_max_speed
= std::max(st_max_speed
, 25 * distance_to_go
);
408 max_speed
= std::min(max_speed
, st_max_speed
);
413 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
414 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
415 max_speed
= std::min(max_speed
, 61);
419 /* Vehicle is on the middle part of a bridge. */
420 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
421 max_speed
= std::min
<int>(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
425 max_speed
= std::min
<int>(max_speed
, this->current_order
.GetMaxSpeed());
426 return std::min
<int>(max_speed
, this->gcache
.cached_max_track_speed
);
429 /** Update acceleration of the train from the cached power and weight. */
430 void Train::UpdateAcceleration()
432 assert(this->IsFrontEngine() || this->IsFreeWagon());
434 uint power
= this->gcache
.cached_power
;
435 uint weight
= this->gcache
.cached_weight
;
437 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
440 int Train::GetCursorImageOffset() const
442 if (this->gcache
.cached_veh_length
!= 8 && HasBit(this->flags
, VRF_REVERSE_DIRECTION
) && !HasBit(EngInfo(this->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) {
443 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
445 const Engine
*e
= this->GetEngine();
446 if (e
->GetGRF() != nullptr && is_custom_sprite(e
->u
.rail
.image_index
)) {
447 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
450 return ScaleSpriteTrad((this->gcache
.cached_veh_length
- (int)VEHICLE_LENGTH
) * reference_width
/ (int)VEHICLE_LENGTH
);
456 * Get the width of a train vehicle image in the GUI.
457 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
458 * @return Width in pixels
460 int Train::GetDisplayImageWidth(Point
*offset
) const
462 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
463 int vehicle_pitch
= 0;
465 const Engine
*e
= this->GetEngine();
466 if (e
->GetGRF() != nullptr && is_custom_sprite(e
->u
.rail
.image_index
)) {
467 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
468 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
471 if (offset
!= nullptr) {
472 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
) && !HasBit(EngInfo(this->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) {
473 offset
->x
= ScaleSpriteTrad(((int)this->gcache
.cached_veh_length
- (int)VEHICLE_LENGTH
/ 2) * reference_width
/ (int)VEHICLE_LENGTH
);
475 offset
->x
= ScaleSpriteTrad(reference_width
) / 2;
477 offset
->y
= ScaleSpriteTrad(vehicle_pitch
);
479 return ScaleSpriteTrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
482 static SpriteID
GetDefaultTrainSprite(uint8_t spritenum
, Direction direction
)
484 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
485 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
489 * Get the sprite to display the train.
490 * @param direction Direction of view/travel.
491 * @param image_type Visualisation context.
492 * @return Sprite to display.
494 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
496 uint8_t spritenum
= this->spritenum
;
498 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
500 if (is_custom_sprite(spritenum
)) {
501 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
502 if (result
->IsValid()) return;
504 spritenum
= this->GetEngine()->original_image_index
;
507 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
508 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
510 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
515 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
517 const Engine
*e
= Engine::Get(engine
);
518 Direction dir
= rear_head
? DIR_E
: DIR_W
;
519 uint8_t spritenum
= e
->u
.rail
.image_index
;
521 if (is_custom_sprite(spritenum
)) {
522 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
523 if (result
->IsValid()) {
524 if (e
->GetGRF() != nullptr) {
525 y
+= ScaleSpriteTrad(e
->GetGRF()->traininfo_vehicle_pitch
);
530 spritenum
= Engine::Get(engine
)->original_image_index
;
533 if (rear_head
) spritenum
++;
535 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
538 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
540 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
544 VehicleSpriteSeq seqf
, seqr
;
545 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
546 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
549 seqf
.GetBounds(&rectf
);
550 seqr
.GetBounds(&rectr
);
552 preferred_x
= Clamp(preferred_x
,
553 left
- UnScaleGUI(rectf
.left
) + ScaleSpriteTrad(14),
554 right
- UnScaleGUI(rectr
.right
) - ScaleSpriteTrad(15));
556 seqf
.Draw(preferred_x
- ScaleSpriteTrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
557 seqr
.Draw(preferred_x
+ ScaleSpriteTrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
559 VehicleSpriteSeq seq
;
560 GetRailIcon(engine
, false, y
, image_type
, &seq
);
563 seq
.GetBounds(&rect
);
564 preferred_x
= Clamp(preferred_x
,
565 left
- UnScaleGUI(rect
.left
),
566 right
- UnScaleGUI(rect
.right
));
568 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
573 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
574 * @param engine The engine to get the sprite from.
575 * @param[out] width The width of the sprite.
576 * @param[out] height The height of the sprite.
577 * @param[out] xoffs Number of pixels to shift the sprite to the right.
578 * @param[out] yoffs Number of pixels to shift the sprite downwards.
579 * @param image_type Context the sprite is used in.
581 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
585 VehicleSpriteSeq seq
;
586 GetRailIcon(engine
, false, y
, image_type
, &seq
);
589 seq
.GetBounds(&rect
);
591 width
= UnScaleGUI(rect
.Width());
592 height
= UnScaleGUI(rect
.Height());
593 xoffs
= UnScaleGUI(rect
.left
);
594 yoffs
= UnScaleGUI(rect
.top
);
596 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
597 GetRailIcon(engine
, true, y
, image_type
, &seq
);
598 seq
.GetBounds(&rect
);
600 /* Calculate values relative to an imaginary center between the two sprites. */
601 width
= ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
602 height
= std::max
<uint
>(height
, UnScaleGUI(rect
.Height()));
603 xoffs
= xoffs
- ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
604 yoffs
= std::min(yoffs
, UnScaleGUI(rect
.top
));
609 * Build a railroad wagon.
610 * @param flags type of operation.
611 * @param tile tile of the depot where rail-vehicle is built.
612 * @param e the engine to build.
613 * @param[out] ret the vehicle that has been built.
614 * @return the cost of this operation or an error.
616 static CommandCost
CmdBuildRailWagon(DoCommandFlag flags
, TileIndex tile
, const Engine
*e
, Vehicle
**ret
)
618 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
620 /* Check that the wagon can drive on the track in question */
621 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
623 if (flags
& DC_EXEC
) {
624 Train
*v
= new Train();
626 v
->spritenum
= rvi
->image_index
;
628 v
->engine_type
= e
->index
;
629 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
631 DiagDirection dir
= GetRailDepotDirection(tile
);
633 v
->direction
= DiagDirToDir(dir
);
636 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
637 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
641 v
->z_pos
= GetSlopePixelZ(x
, y
, true);
642 v
->owner
= _current_company
;
643 v
->track
= TRACK_BIT_DEPOT
;
644 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
649 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
651 v
->cargo_type
= e
->GetDefaultCargoType();
652 assert(IsValidCargoID(v
->cargo_type
));
653 v
->cargo_cap
= rvi
->capacity
;
656 v
->railtype
= rvi
->railtype
;
658 v
->date_of_last_service
= TimerGameEconomy::date
;
659 v
->date_of_last_service_newgrf
= TimerGameCalendar::date
;
660 v
->build_year
= TimerGameCalendar::year
;
661 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
662 v
->random_bits
= Random();
664 v
->group_id
= DEFAULT_GROUP
;
666 if (TestVehicleBuildProbability(v
, v
->engine_type
, BuildProbabilityType::Reversed
)) SetBit(v
->flags
, VRF_REVERSE_DIRECTION
);
667 AddArticulatedParts(v
);
670 v
->First()->ConsistChanged(CCF_ARRANGE
);
671 UpdateTrainGroupID(v
->First());
673 CheckConsistencyOfArticulatedVehicle(v
);
675 /* Try to connect the vehicle to one of free chains of wagons. */
676 for (Train
*w
: Train::Iterate()) {
677 if (w
->tile
== tile
&& ///< Same depot
678 w
->IsFreeWagon() && ///< A free wagon chain
679 w
->engine_type
== e
->index
&& ///< Same type
680 w
->First() != v
&& ///< Don't connect to ourself
681 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
682 if (Command
<CMD_MOVE_RAIL_VEHICLE
>::Do(DC_EXEC
, v
->index
, w
->Last()->index
, true).Succeeded()) {
689 return CommandCost();
692 /** Move all free vehicles in the depot to the train */
693 void NormalizeTrainVehInDepot(const Train
*u
)
695 assert(u
->IsEngine());
696 for (const Train
*v
: Train::Iterate()) {
697 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
698 v
->track
== TRACK_BIT_DEPOT
) {
699 if (Command
<CMD_MOVE_RAIL_VEHICLE
>::Do(DC_EXEC
, v
->index
, u
->index
, true).Failed()) {
706 static void AddRearEngineToMultiheadedTrain(Train
*v
)
708 Train
*u
= new Train();
711 u
->direction
= v
->direction
;
717 u
->track
= TRACK_BIT_DEPOT
;
718 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
719 u
->spritenum
= v
->spritenum
+ 1;
720 u
->cargo_type
= v
->cargo_type
;
721 u
->cargo_subtype
= v
->cargo_subtype
;
722 u
->cargo_cap
= v
->cargo_cap
;
723 u
->refit_cap
= v
->refit_cap
;
724 u
->railtype
= v
->railtype
;
725 u
->engine_type
= v
->engine_type
;
726 u
->date_of_last_service
= v
->date_of_last_service
;
727 u
->date_of_last_service_newgrf
= v
->date_of_last_service_newgrf
;
728 u
->build_year
= v
->build_year
;
729 u
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
730 u
->random_bits
= Random();
734 if (TestVehicleBuildProbability(u
, u
->engine_type
, BuildProbabilityType::Reversed
)) SetBit(u
->flags
, VRF_REVERSE_DIRECTION
);
737 /* Now we need to link the front and rear engines together */
738 v
->other_multiheaded_part
= u
;
739 u
->other_multiheaded_part
= v
;
743 * Build a railroad vehicle.
744 * @param flags type of operation.
745 * @param tile tile of the depot where rail-vehicle is built.
746 * @param e the engine to build.
747 * @param[out] ret the vehicle that has been built.
748 * @return the cost of this operation or an error.
750 CommandCost
CmdBuildRailVehicle(DoCommandFlag flags
, TileIndex tile
, const Engine
*e
, Vehicle
**ret
)
752 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
754 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(flags
, tile
, e
, ret
);
756 /* Check if depot and new engine uses the same kind of tracks *
757 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
758 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
760 if (flags
& DC_EXEC
) {
761 DiagDirection dir
= GetRailDepotDirection(tile
);
762 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
763 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
765 Train
*v
= new Train();
767 v
->direction
= DiagDirToDir(dir
);
769 v
->owner
= _current_company
;
772 v
->z_pos
= GetSlopePixelZ(x
, y
, true);
773 v
->track
= TRACK_BIT_DEPOT
;
774 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
775 v
->spritenum
= rvi
->image_index
;
776 v
->cargo_type
= e
->GetDefaultCargoType();
777 assert(IsValidCargoID(v
->cargo_type
));
778 v
->cargo_cap
= rvi
->capacity
;
780 v
->last_station_visited
= INVALID_STATION
;
781 v
->last_loading_station
= INVALID_STATION
;
783 v
->engine_type
= e
->index
;
784 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
786 v
->reliability
= e
->reliability
;
787 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
788 v
->max_age
= e
->GetLifeLengthInDays();
790 v
->railtype
= rvi
->railtype
;
792 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
793 v
->date_of_last_service
= TimerGameEconomy::date
;
794 v
->date_of_last_service_newgrf
= TimerGameCalendar::date
;
795 v
->build_year
= TimerGameCalendar::year
;
796 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
797 v
->random_bits
= Random();
799 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
800 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
802 v
->group_id
= DEFAULT_GROUP
;
807 if (TestVehicleBuildProbability(v
, v
->engine_type
, BuildProbabilityType::Reversed
)) SetBit(v
->flags
, VRF_REVERSE_DIRECTION
);
810 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
811 AddRearEngineToMultiheadedTrain(v
);
813 AddArticulatedParts(v
);
816 v
->ConsistChanged(CCF_ARRANGE
);
817 UpdateTrainGroupID(v
);
819 CheckConsistencyOfArticulatedVehicle(v
);
822 return CommandCost();
825 static Train
*FindGoodVehiclePos(const Train
*src
)
827 EngineID eng
= src
->engine_type
;
828 TileIndex tile
= src
->tile
;
830 for (Train
*dst
: Train::Iterate()) {
831 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
832 /* check so all vehicles in the line have the same engine. */
834 while (t
->engine_type
== eng
) {
836 if (t
== nullptr) return dst
;
844 /** Helper type for lists/vectors of trains */
845 typedef std::vector
<Train
*> TrainList
;
848 * Make a backup of a train into a train list.
849 * @param list to make the backup in
850 * @param t the train to make the backup of
852 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
854 for (; t
!= nullptr; t
= t
->Next()) list
.push_back(t
);
858 * Restore the train from the backup list.
859 * @param list the train to restore.
861 static void RestoreTrainBackup(TrainList
&list
)
863 /* No train, nothing to do. */
864 if (list
.empty()) return;
866 Train
*prev
= nullptr;
867 /* Iterate over the list and rebuild it. */
868 for (Train
*t
: list
) {
869 if (prev
!= nullptr) {
871 } else if (t
->Previous() != nullptr) {
872 /* Make sure the head of the train is always the first in the chain. */
873 t
->Previous()->SetNext(nullptr);
880 * Remove the given wagon from its consist.
881 * @param part the part of the train to remove.
882 * @param chain whether to remove the whole chain.
884 static void RemoveFromConsist(Train
*part
, bool chain
= false)
886 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
888 /* Unlink at the front, but make it point to the next
889 * vehicle after the to be remove part. */
890 if (part
->Previous() != nullptr) part
->Previous()->SetNext(tail
->Next());
892 /* Unlink at the back */
893 tail
->SetNext(nullptr);
897 * Inserts a chain into the train at dst.
898 * @param dst the place where to append after.
899 * @param chain the chain to actually add.
901 static void InsertInConsist(Train
*dst
, Train
*chain
)
903 /* We do not want to add something in the middle of an articulated part. */
904 assert(dst
!= nullptr && (dst
->Next() == nullptr || !dst
->Next()->IsArticulatedPart()));
906 chain
->Last()->SetNext(dst
->Next());
911 * Normalise the dual heads in the train, i.e. if one is
912 * missing move that one to this train.
913 * @param t the train to normalise.
915 static void NormaliseDualHeads(Train
*t
)
917 for (; t
!= nullptr; t
= t
->GetNextVehicle()) {
918 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
920 /* Make sure that there are no free cars before next engine */
922 for (u
= t
; u
->Next() != nullptr && !u
->Next()->IsEngine(); u
= u
->Next()) {}
924 if (u
== t
->other_multiheaded_part
) continue;
926 /* Remove the part from the 'wrong' train */
927 RemoveFromConsist(t
->other_multiheaded_part
);
928 /* And add it to the 'right' train */
929 InsertInConsist(u
, t
->other_multiheaded_part
);
934 * Normalise the sub types of the parts in this chain.
935 * @param chain the chain to normalise.
937 static void NormaliseSubtypes(Train
*chain
)
940 if (chain
== nullptr) return;
942 /* We must be the first in the chain. */
943 assert(chain
->Previous() == nullptr);
945 /* Set the appropriate bits for the first in the chain. */
946 if (chain
->IsWagon()) {
947 chain
->SetFreeWagon();
949 assert(chain
->IsEngine());
950 chain
->SetFrontEngine();
953 /* Now clear the bits for the rest of the chain */
954 for (Train
*t
= chain
->Next(); t
!= nullptr; t
= t
->Next()) {
956 t
->ClearFrontEngine();
961 * Check/validate whether we may actually build a new train.
962 * @note All vehicles are/were 'heads' of their chains.
963 * @param original_dst The original destination chain.
964 * @param dst The destination chain after constructing the train.
965 * @param original_src The original source chain.
966 * @param src The source chain after constructing the train.
967 * @return possible error of this command.
969 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
971 /* Just add 'new' engines and subtract the original ones.
972 * If that's less than or equal to 0 we can be sure we did
973 * not add any engines (read: trains) along the way. */
974 if ((src
!= nullptr && src
->IsEngine() ? 1 : 0) +
975 (dst
!= nullptr && dst
->IsEngine() ? 1 : 0) -
976 (original_src
!= nullptr && original_src
->IsEngine() ? 1 : 0) -
977 (original_dst
!= nullptr && original_dst
->IsEngine() ? 1 : 0) <= 0) {
978 return CommandCost();
981 /* Get a free unit number and check whether it's within the bounds.
982 * There will always be a maximum of one new train. */
983 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
985 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
989 * Check whether the train parts can be attached.
990 * @param t the train to check
991 * @return possible error of this command.
993 static CommandCost
CheckTrainAttachment(Train
*t
)
995 /* No multi-part train, no need to check. */
996 if (t
== nullptr || t
->Next() == nullptr) return CommandCost();
998 /* The maximum length for a train. For each part we decrease this by one
999 * and if the result is negative the train is simply too long. */
1000 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
1002 /* For free-wagon chains, check if they are within the max_train_length limit. */
1003 if (!t
->IsEngine()) {
1005 while (t
!= nullptr) {
1006 allowed_len
-= t
->gcache
.cached_veh_length
;
1011 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1012 return CommandCost();
1018 /* Break the prev -> t link so it always holds within the loop. */
1020 prev
->SetNext(nullptr);
1022 /* Make sure the cache is cleared. */
1023 head
->InvalidateNewGRFCache();
1025 while (t
!= nullptr) {
1026 allowed_len
-= t
->gcache
.cached_veh_length
;
1028 Train
*next
= t
->Next();
1030 /* Unlink the to-be-added piece; it is already unlinked from the previous
1031 * part due to the fact that the prev -> t link is broken. */
1032 t
->SetNext(nullptr);
1034 /* Don't check callback for articulated or rear dual headed parts */
1035 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1036 /* Back up and clear the first_engine data to avoid using wagon override group */
1037 EngineID first_engine
= t
->gcache
.first_engine
;
1038 t
->gcache
.first_engine
= INVALID_ENGINE
;
1040 /* We don't want the cache to interfere. head's cache is cleared before
1041 * the loop and after each callback does not need to be cleared here. */
1042 t
->InvalidateNewGRFCache();
1044 uint16_t callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1046 /* Restore original first_engine data */
1047 t
->gcache
.first_engine
= first_engine
;
1049 /* We do not want to remember any cached variables from the test run */
1050 t
->InvalidateNewGRFCache();
1051 head
->InvalidateNewGRFCache();
1053 if (callback
!= CALLBACK_FAILED
) {
1054 /* A failing callback means everything is okay */
1055 StringID error
= STR_NULL
;
1057 if (head
->GetGRF()->grf_version
< 8) {
1058 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1059 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1060 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1062 if (callback
< 0x400) {
1063 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1066 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1067 case 0x401: // allow
1070 default: // unknown reason -> disallow
1071 case 0x402: // disallow attaching
1072 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1078 if (error
!= STR_NULL
) return_cmd_error(error
);
1082 /* And link it to the new part. */
1088 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1089 return CommandCost();
1093 * Validate whether we are going to create valid trains.
1094 * @note All vehicles are/were 'heads' of their chains.
1095 * @param original_dst The original destination chain.
1096 * @param dst The destination chain after constructing the train.
1097 * @param original_src The original source chain.
1098 * @param src The source chain after constructing the train.
1099 * @param check_limit Whether to check the vehicle limit.
1100 * @return possible error of this command.
1102 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1104 /* Check whether we may actually construct the trains. */
1105 CommandCost ret
= CheckTrainAttachment(src
);
1106 if (ret
.Failed()) return ret
;
1107 ret
= CheckTrainAttachment(dst
);
1108 if (ret
.Failed()) return ret
;
1110 /* Check whether we need to build a new train. */
1111 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1115 * Arrange the trains in the wanted way.
1116 * @param dst_head The destination chain of the to be moved vehicle.
1117 * @param dst The destination for the to be moved vehicle.
1118 * @param src_head The source chain of the to be moved vehicle.
1119 * @param src The to be moved vehicle.
1120 * @param move_chain Whether to move all vehicles after src or not.
1122 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1124 /* First determine the front of the two resulting trains */
1125 if (*src_head
== *dst_head
) {
1126 /* If we aren't moving part(s) to a new train, we are just moving the
1127 * front back and there is not destination head. */
1128 *dst_head
= nullptr;
1129 } else if (*dst_head
== nullptr) {
1130 /* If we are moving to a new train the head of the move train would become
1131 * the head of the new vehicle. */
1135 if (src
== *src_head
) {
1136 /* If we are moving the front of a train then we are, in effect, creating
1137 * a new head for the train. Point to that. Unless we are moving the whole
1138 * train in which case there is not 'source' train anymore.
1139 * In case we are a multiheaded part we want the complete thing to come
1140 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1141 * that is followed by a rear multihead we do not want to include that. */
1142 *src_head
= move_chain
? nullptr :
1143 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1146 /* Now it's just simply removing the part that we are going to move from the
1147 * source train and *if* the destination is a not a new train add the chain
1148 * at the destination location. */
1149 RemoveFromConsist(src
, move_chain
);
1150 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1152 /* Now normalise the dual heads, that is move the dual heads around in such
1153 * a way that the head and rear of a dual head are in the same train */
1154 NormaliseDualHeads(*src_head
);
1155 NormaliseDualHeads(*dst_head
);
1159 * Normalise the head of the train again, i.e. that is tell the world that
1160 * we have changed and update all kinds of variables.
1161 * @param head the train to update.
1163 static void NormaliseTrainHead(Train
*head
)
1165 /* Not much to do! */
1166 if (head
== nullptr) return;
1168 /* Tell the 'world' the train changed. */
1169 head
->ConsistChanged(CCF_ARRANGE
);
1170 UpdateTrainGroupID(head
);
1172 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1173 if (!head
->IsFrontEngine()) return;
1175 /* Update the refit button and window */
1176 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1177 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1179 /* If we don't have a unit number yet, set one. */
1180 if (head
->unitnumber
!= 0) return;
1181 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1185 * Move a rail vehicle around inside the depot.
1186 * @param flags type of operation
1187 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1188 * @param src_veh source vehicle index
1189 * @param dest_veh what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1190 * @param move_chain move all vehicles following the source vehicle
1191 * @return the cost of this operation or an error
1193 CommandCost
CmdMoveRailVehicle(DoCommandFlag flags
, VehicleID src_veh
, VehicleID dest_veh
, bool move_chain
)
1195 Train
*src
= Train::GetIfValid(src_veh
);
1196 if (src
== nullptr) return CMD_ERROR
;
1198 CommandCost ret
= CheckOwnership(src
->owner
);
1199 if (ret
.Failed()) return ret
;
1201 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1202 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1204 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1206 if (dest_veh
== INVALID_VEHICLE
) {
1207 dst
= (src
->IsEngine() || (flags
& DC_AUTOREPLACE
)) ? nullptr : FindGoodVehiclePos(src
);
1209 dst
= Train::GetIfValid(dest_veh
);
1210 if (dst
== nullptr) return CMD_ERROR
;
1212 ret
= CheckOwnership(dst
->owner
);
1213 if (ret
.Failed()) return ret
;
1215 /* Do not allow appending to crashed vehicles, too */
1216 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1219 /* if an articulated part is being handled, deal with its parent vehicle */
1220 src
= src
->GetFirstEnginePart();
1221 if (dst
!= nullptr) {
1222 dst
= dst
->GetFirstEnginePart();
1225 /* don't move the same vehicle.. */
1226 if (src
== dst
) return CommandCost();
1228 /* locate the head of the two chains */
1229 Train
*src_head
= src
->First();
1231 if (dst
!= nullptr) {
1232 dst_head
= dst
->First();
1233 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1234 /* Now deal with articulated part of destination wagon */
1235 dst
= dst
->GetLastEnginePart();
1240 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1242 /* When moving all wagons, we can't have the same src_head and dst_head */
1243 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1245 /* When moving a multiheaded part to be place after itself, bail out. */
1246 if (!move_chain
&& dst
!= nullptr && dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1248 /* Check if all vehicles in the source train are stopped inside a depot. */
1249 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1251 /* Check if all vehicles in the destination train are stopped inside a depot. */
1252 if (dst_head
!= nullptr && !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1254 /* First make a backup of the order of the trains. That way we can do
1255 * whatever we want with the order and later on easily revert. */
1256 TrainList original_src
;
1257 TrainList original_dst
;
1259 MakeTrainBackup(original_src
, src_head
);
1260 MakeTrainBackup(original_dst
, dst_head
);
1262 /* Also make backup of the original heads as ArrangeTrains can change them.
1263 * For the destination head we do not care if it is the same as the source
1264 * head because in that case it's just a copy. */
1265 Train
*original_src_head
= src_head
;
1266 Train
*original_dst_head
= (dst_head
== src_head
? nullptr : dst_head
);
1268 /* We want this information from before the rearrangement, but execute this after the validation.
1269 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1270 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1271 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1272 bool original_dst_head_front_engine
= original_dst_head
!= nullptr && original_dst_head
->IsFrontEngine();
1274 /* (Re)arrange the trains in the wanted arrangement. */
1275 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1277 if ((flags
& DC_AUTOREPLACE
) == 0) {
1278 /* If the autoreplace flag is set we do not need to test for the validity
1279 * because we are going to revert the train to its original state. As we
1280 * assume the original state was correct autoreplace can skip this. */
1281 ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1283 /* Restore the train we had. */
1284 RestoreTrainBackup(original_src
);
1285 RestoreTrainBackup(original_dst
);
1291 if (flags
& DC_EXEC
) {
1292 /* Remove old heads from the statistics */
1293 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1294 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1296 /* First normalise the sub types of the chains. */
1297 NormaliseSubtypes(src_head
);
1298 NormaliseSubtypes(dst_head
);
1300 /* There are 14 different cases:
1301 * 1) front engine gets moved to a new train, it stays a front engine.
1302 * a) the 'next' part is a wagon that becomes a free wagon chain.
1303 * b) the 'next' part is an engine that becomes a front engine.
1304 * c) there is no 'next' part, nothing else happens
1305 * 2) front engine gets moved to another train, it is not a front engine anymore
1306 * a) the 'next' part is a wagon that becomes a free wagon chain.
1307 * b) the 'next' part is an engine that becomes a front engine.
1308 * c) there is no 'next' part, nothing else happens
1309 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1310 * a) the 'next' part is a wagon that becomes a free wagon chain.
1311 * b) the 'next' part is an engine that becomes a front engine.
1312 * 4) free wagon gets moved
1313 * a) the 'next' part is a wagon that becomes a free wagon chain.
1314 * b) the 'next' part is an engine that becomes a front engine.
1315 * c) there is no 'next' part, nothing else happens
1316 * 5) non front engine gets moved and becomes a new train, nothing else happens
1317 * 6) non front engine gets moved within a train / to another train, nothing happens
1318 * 7) wagon gets moved, nothing happens
1320 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1321 /* Cases #2 and #3: the front engine gets trashed. */
1322 CloseWindowById(WC_VEHICLE_VIEW
, src
->index
);
1323 CloseWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1324 CloseWindowById(WC_VEHICLE_REFIT
, src
->index
);
1325 CloseWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1326 CloseWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1327 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1328 SetWindowDirty(WC_COMPANY
, _current_company
);
1330 if (src_head
!= nullptr && src_head
->IsFrontEngine()) {
1331 /* Cases #?b: Transfer order, unit number and other stuff
1332 * to the new front engine. */
1333 src_head
->orders
= src
->orders
;
1334 if (src_head
->orders
!= nullptr) src_head
->AddToShared(src
);
1335 src_head
->CopyVehicleConfigAndStatistics(src
);
1337 /* Remove stuff not valid anymore for non-front engines. */
1338 DeleteVehicleOrders(src
);
1339 src
->unitnumber
= 0;
1343 /* We weren't a front engine but are becoming one. So
1344 * we should be put in the default group. */
1345 if (original_src_head
!= src
&& dst_head
== src
) {
1346 SetTrainGroupID(src
, DEFAULT_GROUP
);
1347 SetWindowDirty(WC_COMPANY
, _current_company
);
1350 /* Add new heads to statistics */
1351 if (src_head
!= nullptr && src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1352 if (dst_head
!= nullptr && dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1354 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1355 NormaliseTrainHead(src_head
);
1356 NormaliseTrainHead(dst_head
);
1358 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1359 CheckCargoCapacity(src_head
);
1360 CheckCargoCapacity(dst_head
);
1363 if (src_head
!= nullptr) src_head
->First()->MarkDirty();
1364 if (dst_head
!= nullptr) dst_head
->First()->MarkDirty();
1366 /* We are undoubtedly changing something in the depot and train list. */
1367 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1368 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1370 /* We don't want to execute what we're just tried. */
1371 RestoreTrainBackup(original_src
);
1372 RestoreTrainBackup(original_dst
);
1375 return CommandCost();
1379 * Sell a (single) train wagon/engine.
1380 * @param flags type of operation
1381 * @param t the train wagon to sell
1382 * @param sell_chain the selling mode
1383 * - sell_chain = false: only sell the single dragged wagon/engine (and any belonging rear-engines)
1384 * - sell_chain = true: sell the vehicle and all vehicles following it in the chain
1385 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1386 * @param backup_order make order backup?
1387 * @param user the user for the order backup.
1388 * @return the cost of this operation or an error
1390 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, bool sell_chain
, bool backup_order
, ClientID user
)
1392 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1393 Train
*first
= v
->First();
1395 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1397 /* First make a backup of the order of the train. That way we can do
1398 * whatever we want with the order and later on easily revert. */
1400 MakeTrainBackup(original
, first
);
1402 /* We need to keep track of the new head and the head of what we're going to sell. */
1403 Train
*new_head
= first
;
1404 Train
*sell_head
= nullptr;
1406 /* Split the train in the wanted way. */
1407 ArrangeTrains(&sell_head
, nullptr, &new_head
, v
, sell_chain
);
1409 /* We don't need to validate the second train; it's going to be sold. */
1410 CommandCost ret
= ValidateTrains(nullptr, nullptr, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1412 /* Restore the train we had. */
1413 RestoreTrainBackup(original
);
1417 if (first
->orders
== nullptr && !OrderList::CanAllocateItem()) {
1418 /* Restore the train we had. */
1419 RestoreTrainBackup(original
);
1420 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1423 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1424 for (Train
*part
= sell_head
; part
!= nullptr; part
= part
->Next()) cost
.AddCost(-part
->value
);
1427 if (flags
& DC_EXEC
) {
1428 /* First normalise the sub types of the chain. */
1429 NormaliseSubtypes(new_head
);
1431 if (v
== first
&& !sell_chain
&& new_head
!= nullptr && new_head
->IsFrontEngine()) {
1432 if (v
->IsEngine()) {
1433 /* We are selling the front engine. In this case we want to
1434 * 'give' the order, unit number and such to the new head. */
1435 new_head
->orders
= first
->orders
;
1436 new_head
->AddToShared(first
);
1437 DeleteVehicleOrders(first
);
1439 /* Copy other important data from the front engine */
1440 new_head
->CopyVehicleConfigAndStatistics(first
);
1442 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit, if required
1443 } else if (v
->IsPrimaryVehicle() && backup_order
) {
1444 OrderBackup::Backup(v
, user
);
1447 /* We need to update the information about the train. */
1448 NormaliseTrainHead(new_head
);
1450 /* We are undoubtedly changing something in the depot and train list. */
1451 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1452 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1454 /* Actually delete the sold 'goods' */
1457 /* We don't want to execute what we're just tried. */
1458 RestoreTrainBackup(original
);
1464 void Train::UpdateDeltaXY()
1466 /* Set common defaults. */
1472 this->x_bb_offs
= 0;
1473 this->y_bb_offs
= 0;
1475 /* Set if flipped and engine is NOT flagged with custom flip handling. */
1476 int flipped
= HasBit(this->flags
, VRF_REVERSE_DIRECTION
) && !HasBit(EngInfo(this->engine_type
)->misc_flags
, EF_RAIL_FLIPS
);
1477 /* If flipped and vehicle length is odd, we need to adjust the bounding box offset slightly. */
1478 int flip_offs
= flipped
&& (this->gcache
.cached_veh_length
& 1);
1480 Direction dir
= this->direction
;
1481 if (flipped
) dir
= ReverseDir(dir
);
1483 if (!IsDiagonalDirection(dir
)) {
1484 static const int _sign_table
[] =
1493 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
+ flipped
) / 2;
1495 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1496 this->x_offs
-= half_shorten
* _sign_table
[dir
];
1497 this->y_offs
-= half_shorten
* _sign_table
[dir
+ 1];
1498 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[dir
];
1499 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[dir
+ 1];
1502 /* Shorten southern corner of the bounding box according the vehicle length
1503 * and center the bounding box on the vehicle. */
1505 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2 + flip_offs
;
1506 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1507 this->x_bb_offs
= -1;
1511 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2 + flip_offs
;
1512 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1513 this->y_bb_offs
= -1;
1516 /* Move northern corner of the bounding box down according to vehicle length
1517 * and center the bounding box on the vehicle. */
1519 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
- flip_offs
;
1520 this->x_extent
= VEHICLE_LENGTH
- 1;
1521 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1525 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
- flip_offs
;
1526 this->y_extent
= VEHICLE_LENGTH
- 1;
1527 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1537 * Mark a train as stuck and stop it if it isn't stopped right now.
1538 * @param v %Train to mark as being stuck.
1540 static void MarkTrainAsStuck(Train
*v
)
1542 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1543 /* It is the first time the problem occurred, set the "train stuck" flag. */
1544 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1546 v
->wait_counter
= 0;
1553 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1558 * Swap the two up/down flags in two ways:
1559 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1560 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1561 * @param[in,out] swap_flag1 First train flag.
1562 * @param[in,out] swap_flag2 Second train flag.
1564 static void SwapTrainFlags(uint16_t *swap_flag1
, uint16_t *swap_flag2
)
1566 uint16_t flag1
= *swap_flag1
;
1567 uint16_t flag2
= *swap_flag2
;
1569 /* Clear the flags */
1570 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1571 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1572 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1573 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1575 /* Reverse the rail-flags (if needed) */
1576 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1577 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1578 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1579 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1581 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1582 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1583 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1584 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1589 * Updates some variables after swapping the vehicle.
1590 * @param v swapped vehicle
1592 static void UpdateStatusAfterSwap(Train
*v
)
1594 /* Reverse the direction. */
1595 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1597 /* Call the proper EnterTile function unless we are in a wormhole. */
1598 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1599 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1601 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1602 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1603 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1604 * when we shouldn't have. Check if this is the case. */
1605 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1606 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1607 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1608 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1609 /* We have just left the wormhole, possibly set the
1610 * "goingdown" bit. UpdateInclination() can be used
1611 * because we are at the border of the tile. */
1612 v
->UpdatePosition();
1613 v
->UpdateInclination(true, true);
1619 v
->UpdatePosition();
1620 v
->UpdateViewport(true, true);
1624 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1625 * @param v Consist to change.
1626 * @param l %Vehicle index in the consist of the first vehicle.
1627 * @param r %Vehicle index in the consist of the second vehicle.
1629 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1633 /* locate vehicles to swap */
1634 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1635 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1638 /* swap the hidden bits */
1640 uint16_t tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1641 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1645 Swap(a
->track
, b
->track
);
1646 Swap(a
->direction
, b
->direction
);
1647 Swap(a
->x_pos
, b
->x_pos
);
1648 Swap(a
->y_pos
, b
->y_pos
);
1649 Swap(a
->tile
, b
->tile
);
1650 Swap(a
->z_pos
, b
->z_pos
);
1652 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1654 UpdateStatusAfterSwap(a
);
1655 UpdateStatusAfterSwap(b
);
1657 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1658 * This is a little bit redundant way, a->gv_flags will
1659 * be (re)set twice, but it reduces code duplication */
1660 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1661 UpdateStatusAfterSwap(a
);
1667 * Check if the vehicle is a train
1668 * @param v vehicle on tile
1669 * @return v if it is a train, nullptr otherwise
1671 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1673 return (v
->type
== VEH_TRAIN
) ? v
: nullptr;
1677 * Check if a level crossing tile has a train on it
1678 * @param tile tile to test
1679 * @return true if a train is on the crossing
1680 * @pre tile is a level crossing
1682 bool TrainOnCrossing(TileIndex tile
)
1684 assert(IsLevelCrossingTile(tile
));
1686 return HasVehicleOnPos(tile
, nullptr, &TrainOnTileEnum
);
1691 * Checks if a train is approaching a rail-road crossing
1692 * @param v vehicle on tile
1693 * @param data tile with crossing we are testing
1694 * @return v if it is approaching a crossing, nullptr otherwise
1696 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1698 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
1700 Train
*t
= Train::From(v
);
1701 if (!t
->IsFrontEngine()) return nullptr;
1703 TileIndex tile
= *(TileIndex
*)data
;
1705 if (TrainApproachingCrossingTile(t
) != tile
) return nullptr;
1712 * Finds a vehicle approaching rail-road crossing
1713 * @param tile tile to test
1714 * @return true if a vehicle is approaching the crossing
1715 * @pre tile is a rail-road crossing
1717 static bool TrainApproachingCrossing(TileIndex tile
)
1719 assert(IsLevelCrossingTile(tile
));
1721 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1722 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1724 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1726 dir
= ReverseDiagDir(dir
);
1727 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1729 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1733 * Check if a level crossing should be barred.
1734 * @param tile The tile to check.
1735 * @return True if the crossing should be barred, else false.
1737 static inline bool CheckLevelCrossing(TileIndex tile
)
1739 /* reserved || train on crossing || train approaching crossing */
1740 return HasCrossingReservation(tile
) || TrainOnCrossing(tile
) || TrainApproachingCrossing(tile
);
1744 * Sets a level crossing tile to the correct state.
1745 * @param tile Tile to update.
1746 * @param sound Should we play sound?
1747 * @param force_barred Should we set the crossing to barred?
1748 * @pre tile is a rail-road crossing.
1750 static void UpdateLevelCrossingTile(TileIndex tile
, bool sound
, bool force_barred
)
1752 assert(IsLevelCrossingTile(tile
));
1755 /* We force the crossing to be barred when an adjacent crossing is barred, otherwise let it decide for itself. */
1756 set_barred
= force_barred
|| CheckLevelCrossing(tile
);
1758 /* The state has changed */
1759 if (set_barred
!= IsCrossingBarred(tile
)) {
1760 if (set_barred
&& sound
&& _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1761 SetCrossingBarred(tile
, set_barred
);
1762 MarkTileDirtyByTile(tile
);
1767 * Update a level crossing to barred or open (crossing may include multiple adjacent tiles).
1768 * @param tile Tile which causes the update.
1769 * @param sound Should we play sound?
1770 * @param force_bar Should we force the crossing to be barred?
1772 void UpdateLevelCrossing(TileIndex tile
, bool sound
, bool force_bar
)
1774 if (!IsLevelCrossingTile(tile
)) return;
1776 bool forced_state
= force_bar
;
1778 const Axis axis
= GetCrossingRoadAxis(tile
);
1779 const DiagDirection dir1
= AxisToDiagDir(axis
);
1780 const DiagDirection dir2
= ReverseDiagDir(dir1
);
1782 /* Check if an adjacent crossing is barred. */
1783 for (DiagDirection dir
: { dir1
, dir2
}) {
1784 for (TileIndex t
= tile
; !forced_state
&& t
< Map::Size() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1785 forced_state
|= CheckLevelCrossing(t
);
1789 /* Now that we know whether all tiles in this crossing should be barred or open,
1790 * we need to update those tiles. We start with the tile itself, then look along the road axis. */
1791 UpdateLevelCrossingTile(tile
, sound
, forced_state
);
1792 for (DiagDirection dir
: { dir1
, dir2
}) {
1793 for (TileIndex t
= TileAddByDiagDir(tile
, dir
); t
< Map::Size() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1794 UpdateLevelCrossingTile(t
, sound
, forced_state
);
1800 * Find adjacent level crossing tiles in this multi-track crossing and mark them dirty.
1801 * @param tile The tile which causes the update.
1802 * @param road_axis The road axis.
1804 void MarkDirtyAdjacentLevelCrossingTiles(TileIndex tile
, Axis road_axis
)
1806 const DiagDirection dir1
= AxisToDiagDir(road_axis
);
1807 const DiagDirection dir2
= ReverseDiagDir(dir1
);
1808 for (DiagDirection dir
: { dir1
, dir2
}) {
1809 const TileIndex t
= TileAddByDiagDir(tile
, dir
);
1810 if (t
< Map::Size() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == road_axis
) {
1811 MarkTileDirtyByTile(t
);
1817 * Update adjacent level crossing tiles in this multi-track crossing, due to removal of a level crossing tile.
1818 * @param tile The crossing tile which has been or is about to be removed, and which caused the update.
1819 * @param road_axis The road axis.
1821 void UpdateAdjacentLevelCrossingTilesOnLevelCrossingRemoval(TileIndex tile
, Axis road_axis
)
1823 const DiagDirection dir1
= AxisToDiagDir(road_axis
);
1824 const DiagDirection dir2
= ReverseDiagDir(dir1
);
1825 for (DiagDirection dir
: { dir1
, dir2
}) {
1826 const TileIndexDiff diff
= TileOffsByDiagDir(dir
);
1827 bool occupied
= false;
1828 for (TileIndex t
= tile
+ diff
; t
< Map::Size() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == road_axis
; t
+= diff
) {
1829 occupied
|= CheckLevelCrossing(t
);
1832 /* Mark the immediately adjacent tile dirty */
1833 const TileIndex t
= tile
+ diff
;
1834 if (t
< Map::Size() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == road_axis
) {
1835 MarkTileDirtyByTile(t
);
1838 /* Unbar the crossing tiles in this direction as necessary */
1839 for (TileIndex t
= tile
+ diff
; t
< Map::Size() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == road_axis
; t
+= diff
) {
1840 if (IsCrossingBarred(t
)) {
1841 /* The crossing tile is barred, unbar it and continue to check the next tile */
1842 SetCrossingBarred(t
, false);
1843 MarkTileDirtyByTile(t
);
1845 /* The crossing tile is already unbarred, mark the tile dirty and stop checking */
1846 MarkTileDirtyByTile(t
);
1855 * Bars crossing and plays ding-ding sound if not barred already
1856 * @param tile tile with crossing
1857 * @pre tile is a rail-road crossing
1859 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1861 if (!IsCrossingBarred(tile
)) {
1862 SetCrossingReservation(tile
, true);
1863 UpdateLevelCrossing(tile
, true);
1869 * Advances wagons for train reversing, needed for variable length wagons.
1870 * This one is called before the train is reversed.
1871 * @param v First vehicle in chain
1873 static void AdvanceWagonsBeforeSwap(Train
*v
)
1876 Train
*first
= base
; // first vehicle to move
1877 Train
*last
= v
->Last(); // last vehicle to move
1878 uint length
= CountVehiclesInChain(v
);
1880 while (length
> 2) {
1881 last
= last
->Previous();
1882 first
= first
->Next();
1884 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1886 /* do not update images now
1887 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1888 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1890 base
= first
; // == base->Next()
1897 * Advances wagons for train reversing, needed for variable length wagons.
1898 * This one is called after the train is reversed.
1899 * @param v First vehicle in chain
1901 static void AdvanceWagonsAfterSwap(Train
*v
)
1903 /* first of all, fix the situation when the train was entering a depot */
1904 Train
*dep
= v
; // last vehicle in front of just left depot
1905 while (dep
->Next() != nullptr && (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1906 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1909 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1911 if (leave
!= nullptr) {
1912 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1913 int d
= TicksToLeaveDepot(dep
);
1916 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1917 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1918 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, nullptr); // maybe move it, and maybe let another wagon leave
1921 dep
= nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1925 Train
*first
= base
; // first vehicle to move
1926 Train
*last
= v
->Last(); // last vehicle to move
1927 uint length
= CountVehiclesInChain(v
);
1929 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1930 * they have already correct spacing, so we have to make sure they are moved how they should */
1931 bool nomove
= (dep
== nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1933 while (length
> 2) {
1934 /* we reached vehicle (originally) in front of a depot, stop now
1935 * (we would move wagons that are already moved with new wagon length). */
1936 if (base
== dep
) break;
1938 /* the last wagon was that one leaving a depot, so do not move it anymore */
1939 if (last
== dep
) nomove
= true;
1941 last
= last
->Previous();
1942 first
= first
->Next();
1944 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1946 /* do not update images now */
1947 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : nullptr));
1949 base
= first
; // == base->Next()
1954 static bool IsWholeTrainInsideDepot(const Train
*v
)
1956 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1957 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
1963 * Turn a train around.
1964 * @param v %Train to turn around.
1966 void ReverseTrainDirection(Train
*v
)
1968 if (IsRailDepotTile(v
->tile
)) {
1969 if (IsWholeTrainInsideDepot(v
)) return;
1970 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1973 /* Clear path reservation in front if train is not stuck. */
1974 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1976 /* Check if we were approaching a rail/road-crossing */
1977 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1979 /* count number of vehicles */
1980 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1982 AdvanceWagonsBeforeSwap(v
);
1984 /* swap start<>end, start+1<>end-1, ... */
1987 ReverseTrainSwapVeh(v
, l
++, r
--);
1990 AdvanceWagonsAfterSwap(v
);
1992 if (IsRailDepotTile(v
->tile
)) {
1993 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1996 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
1998 ClrBit(v
->flags
, VRF_REVERSING
);
2000 /* recalculate cached data */
2001 v
->ConsistChanged(CCF_TRACK
);
2003 /* update all images */
2004 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) u
->UpdateViewport(false, false);
2006 /* update crossing we were approaching */
2007 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
2009 /* maybe we are approaching crossing now, after reversal */
2010 crossing
= TrainApproachingCrossingTile(v
);
2011 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
2013 /* If we are inside a depot after reversing, don't bother with path reserving. */
2014 if (v
->track
== TRACK_BIT_DEPOT
) {
2015 /* Can't be stuck here as inside a depot is always a safe tile. */
2016 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2017 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2021 /* VehicleExitDir does not always produce the desired dir for depots and
2022 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2023 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
2024 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
2026 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
2027 /* If we are currently on a tile with conventional signals, we can't treat the
2028 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2029 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
2030 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
2031 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
2033 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2034 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
2036 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
2037 if (TryPathReserve(v
, false, first_tile_okay
)) {
2038 /* Do a look-ahead now in case our current tile was already a safe tile. */
2039 CheckNextTrainTile(v
);
2040 } else if (v
->current_order
.GetType() != OT_LOADING
) {
2041 /* Do not wait for a way out when we're still loading */
2042 MarkTrainAsStuck(v
);
2044 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2045 /* A train not inside a PBS block can't be stuck. */
2046 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2047 v
->wait_counter
= 0;
2053 * @param flags type of operation
2054 * @param veh_id train to reverse
2055 * @param reverse_single_veh if true, reverse a unit in a train (needs to be in a depot)
2056 * @return the cost of this operation or an error
2058 CommandCost
CmdReverseTrainDirection(DoCommandFlag flags
, VehicleID veh_id
, bool reverse_single_veh
)
2060 Train
*v
= Train::GetIfValid(veh_id
);
2061 if (v
== nullptr) return CMD_ERROR
;
2063 CommandCost ret
= CheckOwnership(v
->owner
);
2064 if (ret
.Failed()) return ret
;
2066 if (reverse_single_veh
) {
2067 /* turn a single unit around */
2069 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
2070 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
2073 Train
*front
= v
->First();
2074 /* make sure the vehicle is stopped in the depot */
2075 if (!front
->IsStoppedInDepot()) {
2076 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
2079 if (flags
& DC_EXEC
) {
2080 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
2082 front
->ConsistChanged(CCF_ARRANGE
);
2083 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
2084 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
2085 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
2086 SetWindowClassesDirty(WC_TRAINS_LIST
);
2089 /* turn the whole train around */
2090 if (!v
->IsPrimaryVehicle()) return CMD_ERROR
;
2091 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
2093 if (flags
& DC_EXEC
) {
2094 /* Properly leave the station if we are loading and won't be loading anymore */
2095 if (v
->current_order
.IsType(OT_LOADING
)) {
2096 const Vehicle
*last
= v
;
2097 while (last
->Next() != nullptr) last
= last
->Next();
2099 /* not a station || different station --> leave the station */
2100 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
2105 /* We cancel any 'skip signal at dangers' here */
2106 v
->force_proceed
= TFP_NONE
;
2107 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2109 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
2110 ToggleBit(v
->flags
, VRF_REVERSING
);
2114 HideFillingPercent(&v
->fill_percent_te_id
);
2115 ReverseTrainDirection(v
);
2118 /* Unbunching data is no longer valid. */
2119 v
->ResetDepotUnbunching();
2122 return CommandCost();
2126 * Force a train through a red signal
2127 * @param flags type of operation
2128 * @param veh_id train to ignore the red signal
2129 * @return the cost of this operation or an error
2131 CommandCost
CmdForceTrainProceed(DoCommandFlag flags
, VehicleID veh_id
)
2133 Train
*t
= Train::GetIfValid(veh_id
);
2134 if (t
== nullptr) return CMD_ERROR
;
2136 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
2138 CommandCost ret
= CheckOwnership(t
->owner
);
2139 if (ret
.Failed()) return ret
;
2142 if (flags
& DC_EXEC
) {
2143 /* If we are forced to proceed, cancel that order.
2144 * If we are marked stuck we would want to force the train
2145 * to proceed to the next signal. In the other cases we
2146 * would like to pass the signal at danger and run till the
2147 * next signal we encounter. */
2148 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2149 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2151 /* Unbunching data is no longer valid. */
2152 t
->ResetDepotUnbunching();
2155 return CommandCost();
2159 * Try to find a depot nearby.
2160 * @param v %Train that wants a depot.
2161 * @param max_distance Maximal search distance.
2162 * @return Information where the closest train depot is located.
2163 * @pre The given vehicle must not be crashed!
2165 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2167 assert(!(v
->vehstatus
& VS_CRASHED
));
2169 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2171 PBSTileInfo origin
= FollowTrainReservation(v
);
2172 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2174 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2175 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2176 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2178 default: NOT_REACHED();
2182 ClosestDepot
Train::FindClosestDepot()
2184 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2185 if (tfdd
.best_length
== UINT_MAX
) return ClosestDepot();
2187 return ClosestDepot(tfdd
.tile
, GetDepotIndex(tfdd
.tile
), tfdd
.reverse
);
2190 /** Play a sound for a train leaving the station. */
2191 void Train::PlayLeaveStationSound(bool force
) const
2193 static const SoundFx sfx
[] = {
2194 SND_04_DEPARTURE_STEAM
,
2195 SND_0A_DEPARTURE_TRAIN
,
2196 SND_0A_DEPARTURE_TRAIN
,
2197 SND_47_DEPARTURE_MONORAIL
,
2198 SND_41_DEPARTURE_MAGLEV
2201 if (PlayVehicleSound(this, VSE_START
, force
)) return;
2203 SndPlayVehicleFx(sfx
[RailVehInfo(this->engine_type
)->engclass
], this);
2207 * Check if the train is on the last reserved tile and try to extend the path then.
2208 * @param v %Train that needs its path extended.
2210 static void CheckNextTrainTile(Train
*v
)
2212 /* Don't do any look-ahead if path_backoff_interval is 255. */
2213 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2215 /* Exit if we are inside a depot. */
2216 if (v
->track
== TRACK_BIT_DEPOT
) return;
2218 switch (v
->current_order
.GetType()) {
2219 /* Exit if we reached our destination depot. */
2221 if (v
->tile
== v
->dest_tile
) return;
2224 case OT_GOTO_WAYPOINT
:
2225 /* If we reached our waypoint, make sure we see that. */
2226 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2230 case OT_LEAVESTATION
:
2232 /* Exit if the current order doesn't have a destination, but the train has orders. */
2233 if (v
->GetNumOrders() > 0) return;
2239 /* Exit if we are on a station tile and are going to stop. */
2240 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2242 Trackdir td
= v
->GetVehicleTrackdir();
2244 /* On a tile with a red non-pbs signal, don't look ahead. */
2245 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2246 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2247 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2249 CFollowTrackRail
ft(v
);
2250 if (!ft
.Follow(v
->tile
, td
)) return;
2252 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2253 /* Next tile is not reserved. */
2254 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2255 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2256 /* If the next tile is a PBS signal, try to make a reservation. */
2257 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2258 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2259 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2261 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, nullptr, false);
2268 * Will the train stay in the depot the next tick?
2269 * @param v %Train to check.
2270 * @return True if it stays in the depot, false otherwise.
2272 static bool CheckTrainStayInDepot(Train
*v
)
2274 /* bail out if not all wagons are in the same depot or not in a depot at all */
2275 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2276 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2279 /* if the train got no power, then keep it in the depot */
2280 if (v
->gcache
.cached_power
== 0) {
2281 v
->vehstatus
|= VS_STOPPED
;
2282 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2286 /* Check if we should wait here for unbunching. */
2287 if (v
->IsWaitingForUnbunching()) return true;
2289 SigSegState seg_state
;
2291 if (v
->force_proceed
== TFP_NONE
) {
2292 /* force proceed was not pressed */
2293 if (++v
->wait_counter
< 37) {
2294 SetWindowClassesDirty(WC_TRAINS_LIST
);
2298 v
->wait_counter
= 0;
2300 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2301 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2302 /* Full and no PBS signal in block or depot reserved, can't exit. */
2303 SetWindowClassesDirty(WC_TRAINS_LIST
);
2307 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2310 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2311 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2312 /* Service when depot has no reservation. */
2313 if (!HasDepotReservation(v
->tile
)) VehicleEnterDepot(v
);
2317 /* Only leave when we can reserve a path to our destination. */
2318 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2319 /* No path and no force proceed. */
2320 SetWindowClassesDirty(WC_TRAINS_LIST
);
2321 MarkTrainAsStuck(v
);
2325 SetDepotReservation(v
->tile
, true);
2326 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2328 VehicleServiceInDepot(v
);
2329 v
->LeaveUnbunchingDepot();
2330 v
->PlayLeaveStationSound();
2331 SetWindowClassesDirty(WC_TRAINS_LIST
);
2333 v
->track
= TRACK_BIT_X
;
2334 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2336 v
->vehstatus
&= ~VS_HIDDEN
;
2339 v
->UpdateViewport(true, true);
2340 v
->UpdatePosition();
2341 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2342 v
->UpdateAcceleration();
2343 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2349 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2350 * @param v %Train owning the reservation.
2351 * @param tile Tile with reservation to clear.
2352 * @param track_dir Track direction to clear.
2354 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2356 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2358 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2359 /* Are we just leaving a tunnel/bridge? */
2360 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2361 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2363 if (TunnelBridgeIsFree(tile
, end
, v
).Succeeded()) {
2364 /* Free the reservation only if no other train is on the tiles. */
2365 SetTunnelBridgeReservation(tile
, false);
2366 SetTunnelBridgeReservation(end
, false);
2368 if (_settings_client
.gui
.show_track_reservation
) {
2369 if (IsBridge(tile
)) {
2370 MarkBridgeDirty(tile
);
2372 MarkTileDirtyByTile(tile
);
2373 MarkTileDirtyByTile(end
);
2378 } else if (IsRailStationTile(tile
)) {
2379 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2380 /* If the new tile is not a further tile of the same station, we
2381 * clear the reservation for the whole platform. */
2382 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2383 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2386 /* Any other tile */
2387 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2392 * Free the reserved path in front of a vehicle.
2393 * @param v %Train owning the reserved path.
2395 void FreeTrainTrackReservation(const Train
*v
)
2397 assert(v
->IsFrontEngine());
2399 TileIndex tile
= v
->tile
;
2400 Trackdir td
= v
->GetVehicleTrackdir();
2401 bool free_tile
= !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2402 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2404 /* Can't be holding a reservation if we enter a depot. */
2405 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2406 if (v
->track
== TRACK_BIT_DEPOT
) {
2407 /* Front engine is in a depot. We enter if some part is not in the depot. */
2408 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2409 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2412 /* Don't free reservation if it's not ours. */
2413 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2415 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2416 while (ft
.Follow(tile
, td
)) {
2417 tile
= ft
.m_new_tile
;
2418 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2419 td
= RemoveFirstTrackdir(&bits
);
2420 assert(bits
== TRACKDIR_BIT_NONE
);
2422 if (!IsValidTrackdir(td
)) break;
2424 if (IsTileType(tile
, MP_RAILWAY
)) {
2425 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2426 /* Conventional signal along trackdir: remove reservation and stop. */
2427 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2430 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2431 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2432 /* Red PBS signal? Can't be our reservation, would be green then. */
2435 /* Turn the signal back to red. */
2436 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2437 MarkTileDirtyByTile(tile
);
2439 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2444 /* Don't free first station/bridge/tunnel if we are on it. */
2445 if (free_tile
|| (!(ft
.m_is_station
&& GetStationIndex(ft
.m_new_tile
) == station_id
) && !ft
.m_is_tunnel
&& !ft
.m_is_bridge
)) ClearPathReservation(v
, tile
, td
);
2451 static const byte _initial_tile_subcoord
[6][4][3] = {
2452 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2453 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2454 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2455 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2456 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2457 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2461 * Perform pathfinding for a train.
2463 * @param v The train
2464 * @param tile The tile the train is about to enter
2465 * @param enterdir Diagonal direction the train is coming from
2466 * @param tracks Usable tracks on the new tile
2467 * @param[out] path_found Whether a path has been found or not.
2468 * @param do_track_reservation Path reservation is requested
2469 * @param[out] dest State and destination of the requested path
2470 * @param[out] final_dest Final tile of the best path found
2471 * @return The best track the train should follow
2473 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
, TileIndex
*final_dest
)
2475 if (final_dest
!= nullptr) *final_dest
= INVALID_TILE
;
2477 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2478 case VPF_NPF
: return NPFTrainChooseTrack(v
, path_found
, do_track_reservation
, dest
);
2479 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
, final_dest
);
2481 default: NOT_REACHED();
2486 * Extend a train path as far as possible. Stops on encountering a safe tile,
2487 * another reservation or a track choice.
2488 * @return INVALID_TILE indicates that the reservation failed.
2490 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2492 PBSTileInfo origin
= FollowTrainReservation(v
);
2494 CFollowTrackRail
ft(v
);
2496 TileIndex tile
= origin
.tile
;
2497 Trackdir cur_td
= origin
.trackdir
;
2498 while (ft
.Follow(tile
, cur_td
)) {
2499 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2500 /* Possible signal tile. */
2501 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2504 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2505 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2506 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2509 /* Station, depot or waypoint are a possible target. */
2510 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2511 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2512 /* Choice found or possible target encountered.
2513 * On finding a possible target, we need to stop and let the pathfinder handle the
2514 * remaining path. This is because we don't know if this target is in one of our
2515 * orders, so we might cause pathfinding to fail later on if we find a choice.
2516 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2517 * a wrong path not leading to our next destination. */
2518 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2520 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2521 * actually starts its search at the first unreserved tile. */
2522 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2524 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2525 if (new_tracks
!= nullptr) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2526 if (enterdir
!= nullptr) *enterdir
= ft
.m_exitdir
;
2527 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2530 tile
= ft
.m_new_tile
;
2531 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2533 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2534 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2535 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2536 /* Safe position is all good, path valid and okay. */
2537 return PBSTileInfo(tile
, cur_td
, true);
2540 if (!TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
))) break;
2543 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2544 /* End of line, path valid and okay. */
2545 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2548 /* Sorry, can't reserve path, back out. */
2550 cur_td
= origin
.trackdir
;
2551 TileIndex stopped
= ft
.m_old_tile
;
2552 Trackdir stopped_td
= ft
.m_old_td
;
2553 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2554 if (!ft
.Follow(tile
, cur_td
)) break;
2556 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2557 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2558 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2560 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2562 tile
= ft
.m_new_tile
;
2563 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2565 UnreserveRailTrack(tile
, TrackdirToTrack(cur_td
));
2569 return PBSTileInfo();
2573 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2574 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2576 * @param v The vehicle.
2577 * @param tile The tile the search should start from.
2578 * @param td The trackdir the search should start from.
2579 * @param override_railtype Whether all physically compatible railtypes should be followed.
2580 * @return True if a path to a safe stopping tile could be reserved.
2582 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_railtype
)
2584 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2585 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2586 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2588 default: NOT_REACHED();
2592 /** This class will save the current order of a vehicle and restore it on destruction. */
2593 class VehicleOrderSaver
{
2597 TileIndex old_dest_tile
;
2598 StationID old_last_station_visited
;
2599 VehicleOrderID index
;
2600 bool suppress_implicit_orders
;
2604 VehicleOrderSaver(Train
*_v
) :
2606 old_order(_v
->current_order
),
2607 old_dest_tile(_v
->dest_tile
),
2608 old_last_station_visited(_v
->last_station_visited
),
2609 index(_v
->cur_real_order_index
),
2610 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
)),
2616 * Restore the saved order to the vehicle.
2620 this->v
->current_order
= this->old_order
;
2621 this->v
->dest_tile
= this->old_dest_tile
;
2622 this->v
->last_station_visited
= this->old_last_station_visited
;
2623 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2624 this->restored
= true;
2628 * Restore the saved order to the vehicle, if Restore() has not already been called.
2630 ~VehicleOrderSaver()
2632 if (!this->restored
) this->Restore();
2636 * Set the current vehicle order to the next order in the order list.
2637 * @param skip_first Shall the first (i.e. active) order be skipped?
2638 * @return True if a suitable next order could be found.
2640 bool SwitchToNextOrder(bool skip_first
)
2642 if (this->v
->GetNumOrders() == 0) return false;
2644 if (skip_first
) ++this->index
;
2650 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2652 Order
*order
= this->v
->GetOrder(this->index
);
2653 assert(order
!= nullptr);
2655 switch (order
->GetType()) {
2657 /* Skip service in depot orders when the train doesn't need service. */
2658 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !this->v
->NeedsServicing()) break;
2660 case OT_GOTO_STATION
:
2661 case OT_GOTO_WAYPOINT
:
2662 this->v
->current_order
= *order
;
2663 return UpdateOrderDest(this->v
, order
, 0, true);
2664 case OT_CONDITIONAL
: {
2665 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2666 if (next
!= INVALID_VEH_ORDER_ID
) {
2669 /* Don't increment next, so no break here. */
2677 /* Don't increment inside the while because otherwise conditional
2678 * orders can lead to an infinite loop. */
2681 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2687 /* choose a track */
2688 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
)
2690 Track best_track
= INVALID_TRACK
;
2691 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2692 bool changed_signal
= false;
2693 TileIndex final_dest
= INVALID_TILE
;
2695 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2697 if (got_reservation
!= nullptr) *got_reservation
= false;
2699 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2700 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2701 /* Do we have a suitable reserved track? */
2702 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2704 /* Quick return in case only one possible track is available */
2705 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2706 Track track
= FindFirstTrack(tracks
);
2707 /* We need to check for signals only here, as a junction tile can't have signals. */
2708 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2709 do_track_reservation
= true;
2710 changed_signal
= true;
2711 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2712 } else if (!do_track_reservation
) {
2718 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2719 DiagDirection dest_enterdir
= enterdir
;
2720 if (do_track_reservation
) {
2721 res_dest
= ExtendTrainReservation(v
, &tracks
, &dest_enterdir
);
2722 if (res_dest
.tile
== INVALID_TILE
) {
2723 /* Reservation failed? */
2724 if (mark_stuck
) MarkTrainAsStuck(v
);
2725 if (changed_signal
) SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2726 return FindFirstTrack(tracks
);
2728 if (res_dest
.okay
) {
2729 /* Got a valid reservation that ends at a safe target, quick exit. */
2730 if (got_reservation
!= nullptr) *got_reservation
= true;
2731 if (changed_signal
) MarkTileDirtyByTile(tile
);
2732 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2736 /* Check if the train needs service here, so it has a chance to always find a depot.
2737 * Also check if the current order is a service order so we don't reserve a path to
2738 * the destination but instead to the next one if service isn't needed. */
2739 CheckIfTrainNeedsService(v
);
2740 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2743 /* Save the current train order. The destructor will restore the old order on function exit. */
2744 VehicleOrderSaver
orders(v
);
2746 /* If the current tile is the destination of the current order and
2747 * a reservation was requested, advance to the next order.
2748 * Don't advance on a depot order as depots are always safe end points
2749 * for a path and no look-ahead is necessary. This also avoids a
2750 * problem with depot orders not part of the order list when the
2751 * order list itself is empty. */
2752 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2753 orders
.SwitchToNextOrder(false);
2754 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2755 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2756 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2757 v
->tile
== v
->dest_tile
))) {
2758 orders
.SwitchToNextOrder(true);
2761 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2762 /* Pathfinders are able to tell that route was only 'guessed'. */
2763 bool path_found
= true;
2764 TileIndex new_tile
= res_dest
.tile
;
2766 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
, &final_dest
);
2767 if (new_tile
== tile
) best_track
= next_track
;
2768 v
->HandlePathfindingResult(path_found
);
2771 /* No track reservation requested -> finished. */
2772 if (!do_track_reservation
) return best_track
;
2774 /* A path was found, but could not be reserved. */
2775 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2776 if (mark_stuck
) MarkTrainAsStuck(v
);
2777 FreeTrainTrackReservation(v
);
2781 /* No possible reservation target found, we are probably lost. */
2782 if (res_dest
.tile
== INVALID_TILE
) {
2783 /* Try to find any safe destination. */
2784 PBSTileInfo origin
= FollowTrainReservation(v
);
2785 if (TryReserveSafeTrack(v
, origin
.tile
, origin
.trackdir
, false)) {
2786 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
2787 best_track
= FindFirstTrack(res
);
2788 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2789 if (got_reservation
!= nullptr) *got_reservation
= true;
2790 if (changed_signal
) MarkTileDirtyByTile(tile
);
2792 FreeTrainTrackReservation(v
);
2793 if (mark_stuck
) MarkTrainAsStuck(v
);
2798 if (got_reservation
!= nullptr) *got_reservation
= true;
2800 /* Reservation target found and free, check if it is safe. */
2801 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
2802 /* Extend reservation until we have found a safe position. */
2803 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
2804 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
2805 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
2806 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest
.tile
), GetTileRailType(next_tile
))) {
2807 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
2810 /* Get next order with destination. */
2811 if (orders
.SwitchToNextOrder(true)) {
2812 PBSTileInfo cur_dest
;
2814 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
, nullptr);
2815 if (cur_dest
.tile
!= INVALID_TILE
) {
2816 res_dest
= cur_dest
;
2817 if (res_dest
.okay
) continue;
2818 /* Path found, but could not be reserved. */
2819 FreeTrainTrackReservation(v
);
2820 if (mark_stuck
) MarkTrainAsStuck(v
);
2821 if (got_reservation
!= nullptr) *got_reservation
= false;
2822 changed_signal
= false;
2826 /* No order or no safe position found, try any position. */
2827 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
2828 FreeTrainTrackReservation(v
);
2829 if (mark_stuck
) MarkTrainAsStuck(v
);
2830 if (got_reservation
!= nullptr) *got_reservation
= false;
2831 changed_signal
= false;
2836 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2838 if (changed_signal
) MarkTileDirtyByTile(tile
);
2841 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
2842 (v
->current_order
.GetDepotActionType() & ODATFB_NEAREST_DEPOT
) &&
2843 final_dest
!= INVALID_TILE
&& IsRailDepotTile(final_dest
)) {
2844 v
->current_order
.SetDestination(GetDepotIndex(final_dest
));
2845 v
->dest_tile
= final_dest
;
2846 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2853 * Try to reserve a path to a safe position.
2855 * @param v The vehicle
2856 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2857 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2858 * @return True if a path could be reserved.
2860 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
2862 assert(v
->IsFrontEngine());
2864 /* We have to handle depots specially as the track follower won't look
2865 * at the depot tile itself but starts from the next tile. If we are still
2866 * inside the depot, a depot reservation can never be ours. */
2867 if (v
->track
== TRACK_BIT_DEPOT
) {
2868 if (HasDepotReservation(v
->tile
)) {
2869 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2872 /* Depot not reserved, but the next tile might be. */
2873 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
2874 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
2878 Vehicle
*other_train
= nullptr;
2879 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
2880 /* The path we are driving on is already blocked by some other train.
2881 * This can only happen in certain situations when mixing path and
2882 * block signals or when changing tracks and/or signals.
2883 * Exit here as doing any further reservations will probably just
2884 * make matters worse. */
2885 if (other_train
!= nullptr && other_train
->index
!= v
->index
) {
2886 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2889 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2890 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
2891 /* Can't be stuck then. */
2892 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2893 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2897 /* If we are in a depot, tentatively reserve the depot. */
2898 if (v
->track
== TRACK_BIT_DEPOT
) {
2899 SetDepotReservation(v
->tile
, true);
2900 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2903 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
2904 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
2905 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
2907 if (Rail90DegTurnDisallowed(GetTileRailType(origin
.tile
), GetTileRailType(new_tile
))) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
2909 bool res_made
= false;
2910 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
2913 /* Free the depot reservation as well. */
2914 if (v
->track
== TRACK_BIT_DEPOT
) SetDepotReservation(v
->tile
, false);
2918 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2919 v
->wait_counter
= 0;
2920 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2922 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2927 static bool CheckReverseTrain(const Train
*v
)
2929 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
2930 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
2931 !(v
->direction
& 1)) {
2935 assert(v
->track
!= TRACK_BIT_NONE
);
2937 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2938 case VPF_NPF
: return NPFTrainCheckReverse(v
);
2939 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
2941 default: NOT_REACHED();
2946 * Get the location of the next station to visit.
2947 * @param station Next station to visit.
2948 * @return Location of the new station.
2950 TileIndex
Train::GetOrderStationLocation(StationID station
)
2952 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
2954 const Station
*st
= Station::Get(station
);
2955 if (!(st
->facilities
& FACIL_TRAIN
)) {
2956 /* The destination station has no trainstation tiles. */
2957 this->IncrementRealOrderIndex();
2964 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2965 void Train::MarkDirty()
2969 v
->colourmap
= PAL_NONE
;
2970 v
->UpdateViewport(true, false);
2971 } while ((v
= v
->Next()) != nullptr);
2973 /* need to update acceleration and cached values since the goods on the train changed. */
2974 this->CargoChanged();
2975 this->UpdateAcceleration();
2979 * This function looks at the vehicle and updates its speed (cur_speed
2980 * and subspeed) variables. Furthermore, it returns the distance that
2981 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2982 * the distance to drive before moving a step on the map.
2983 * @return distance to drive.
2985 int Train::UpdateSpeed()
2987 switch (_settings_game
.vehicle
.train_acceleration_model
) {
2988 default: NOT_REACHED();
2990 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
2993 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
2998 * Trains enters a station, send out a news item if it is the first train, and start loading.
2999 * @param v Train that entered the station.
3000 * @param station Station visited.
3002 static void TrainEnterStation(Train
*v
, StationID station
)
3004 v
->last_station_visited
= station
;
3006 /* check if a train ever visited this station before */
3007 Station
*st
= Station::Get(station
);
3008 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
3009 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
3010 SetDParam(0, st
->index
);
3012 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
3013 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
3017 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3018 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3021 v
->force_proceed
= TFP_NONE
;
3022 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3026 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
3027 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
3030 /* Check if the vehicle is compatible with the specified tile */
3031 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
3033 return IsTileOwner(tile
, v
->owner
) &&
3034 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
3037 /** Data structure for storing engine speed changes of an acceleration type. */
3038 struct AccelerationSlowdownParams
{
3039 byte small_turn
; ///< Speed change due to a small turn.
3040 byte large_turn
; ///< Speed change due to a large turn.
3041 byte z_up
; ///< Fraction to remove when moving up.
3042 byte z_down
; ///< Fraction to add when moving down.
3045 /** Speed update fractions for each acceleration type. */
3046 static const AccelerationSlowdownParams _accel_slowdown
[] = {
3048 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
3049 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
3050 {0, 256 / 2, 256 / 4, 2}, ///< maglev
3054 * Modify the speed of the vehicle due to a change in altitude.
3055 * @param v %Train to update.
3056 * @param old_z Previous height.
3058 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
3060 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
3062 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3064 if (old_z
< v
->z_pos
) {
3065 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
3067 uint16_t spd
= v
->cur_speed
+ asp
->z_down
;
3068 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
3072 static bool TrainMovedChangeSignals(TileIndex tile
, DiagDirection dir
)
3074 if (IsTileType(tile
, MP_RAILWAY
) &&
3075 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
3076 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
3077 Trackdir trackdir
= FindFirstTrackdir(tracks
);
3078 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
3079 /* A PBS block with a non-PBS signal facing us? */
3080 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return true;
3086 /** Tries to reserve track under whole train consist. */
3087 void Train::ReserveTrackUnderConsist() const
3089 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
3091 case TRACK_BIT_WORMHOLE
:
3092 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
3094 case TRACK_BIT_DEPOT
:
3097 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
3104 * The train vehicle crashed!
3105 * Update its status and other parts around it.
3106 * @param flooded Crash was caused by flooding.
3107 * @return Number of people killed.
3109 uint
Train::Crash(bool flooded
)
3112 if (this->IsFrontEngine()) {
3113 pass
+= 2; // driver
3115 /* Remove the reserved path in front of the train if it is not stuck.
3116 * Also clear all reserved tracks the train is currently on. */
3117 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
3118 for (const Train
*v
= this; v
!= nullptr; v
= v
->Next()) {
3119 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3120 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
3121 /* ClearPathReservation will not free the wormhole exit
3122 * if the train has just entered the wormhole. */
3123 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v
->tile
), false);
3127 /* we may need to update crossing we were approaching,
3128 * but must be updated after the train has been marked crashed */
3129 TileIndex crossing
= TrainApproachingCrossingTile(this);
3130 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
3132 /* Remove the loading indicators (if any) */
3133 HideFillingPercent(&this->fill_percent_te_id
);
3136 pass
+= this->GroundVehicleBase::Crash(flooded
);
3138 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
3143 * Marks train as crashed and creates an AI event.
3144 * Doesn't do anything if the train is crashed already.
3145 * @param v first vehicle of chain
3146 * @return number of victims (including 2 drivers; zero if train was already crashed)
3148 static uint
TrainCrashed(Train
*v
)
3152 /* do not crash train twice */
3153 if (!(v
->vehstatus
& VS_CRASHED
)) {
3155 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3156 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3159 /* Try to re-reserve track under already crashed train too.
3160 * Crash() clears the reservation! */
3161 v
->ReserveTrackUnderConsist();
3166 /** Temporary data storage for testing collisions. */
3167 struct TrainCollideChecker
{
3168 Train
*v
; ///< %Vehicle we are testing for collision.
3169 uint num
; ///< Total number of victims if train collided.
3173 * Collision test function.
3174 * @param v %Train vehicle to test collision with.
3175 * @param data %Train being examined.
3176 * @return \c nullptr (always continue search)
3178 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3180 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3182 /* not a train or in depot */
3183 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return nullptr;
3185 /* do not crash into trains of another company. */
3186 if (v
->owner
!= tcc
->v
->owner
) return nullptr;
3188 /* get first vehicle now to make most usual checks faster */
3189 Train
*coll
= Train::From(v
)->First();
3191 /* can't collide with own wagons */
3192 if (coll
== tcc
->v
) return nullptr;
3194 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3195 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3197 /* Do fast calculation to check whether trains are not in close vicinity
3198 * and quickly reject trains distant enough for any collision.
3199 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3200 * Differences are then ORed and then we check for any higher bits */
3201 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3202 if (hash
& ~15) return nullptr;
3204 /* Slower check using multiplication */
3205 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3206 if (x_diff
* x_diff
+ y_diff
* y_diff
> min_diff
* min_diff
) return nullptr;
3208 /* Happens when there is a train under bridge next to bridge head */
3209 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return nullptr;
3211 /* crash both trains */
3212 tcc
->num
+= TrainCrashed(tcc
->v
);
3213 tcc
->num
+= TrainCrashed(coll
);
3215 return nullptr; // continue searching
3219 * Checks whether the specified train has a collision with another vehicle. If
3220 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3221 * Reports the incident in a flashy news item, modifies station ratings and
3223 * @param v %Train to test.
3225 static bool CheckTrainCollision(Train
*v
)
3227 /* can't collide in depot */
3228 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3230 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3232 TrainCollideChecker tcc
;
3236 /* find colliding vehicles */
3237 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3238 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3239 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3241 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3244 /* any dead -> no crash */
3245 if (tcc
.num
== 0) return false;
3247 SetDParam(0, tcc
.num
);
3248 AddTileNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->tile
);
3250 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3251 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_TRAIN_COLLISION
, v
);
3255 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3257 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
3259 Train
*t
= Train::From(v
);
3260 DiagDirection exitdir
= *(DiagDirection
*)data
;
3262 /* not front engine of a train, inside wormhole or depot, crashed */
3263 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return nullptr;
3265 if (t
->cur_speed
> 5 || VehicleExitDir(t
->direction
, t
->track
) != exitdir
) return nullptr;
3271 * Move a vehicle chain one movement stop forwards.
3272 * @param v First vehicle to move.
3273 * @param nomove Stop moving this and all following vehicles.
3274 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3275 * @return True if the vehicle could be moved forward, false otherwise.
3277 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3279 Train
*first
= v
->First();
3281 bool direction_changed
= false; // has direction of any part changed?
3283 /* For every vehicle after and including the given vehicle */
3284 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3285 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3286 bool update_signals_crossing
= false; // will we update signals or crossing state?
3288 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3289 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3290 /* Not inside tunnel */
3291 if (gp
.old_tile
== gp
.new_tile
) {
3292 /* Staying in the old tile */
3293 if (v
->track
== TRACK_BIT_DEPOT
) {
3298 /* Not inside depot */
3300 /* Reverse when we are at the end of the track already, do not move to the new position */
3301 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3303 uint32_t r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3304 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3307 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3308 /* The new position is the end of the platform */
3309 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3313 /* A new tile is about to be entered. */
3315 /* Determine what direction we're entering the new tile from */
3316 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3317 assert(IsValidDiagDirection(enterdir
));
3319 /* Get the status of the tracks in the new tile and mask
3320 * away the bits that aren't reachable. */
3321 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3322 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3324 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3325 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3327 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3328 if (Rail90DegTurnDisallowed(GetTileRailType(gp
.old_tile
), GetTileRailType(gp
.new_tile
)) && prev
== nullptr) {
3329 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3330 * can be switched on halfway a turn */
3331 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3334 if (bits
== TRACK_BIT_NONE
) goto invalid_rail
;
3336 /* Check if the new tile constrains tracks that are compatible
3337 * with the current train, if not, bail out. */
3338 if (!CheckCompatibleRail(v
, gp
.new_tile
)) goto invalid_rail
;
3340 TrackBits chosen_track
;
3341 if (prev
== nullptr) {
3342 /* Currently the locomotive is active. Determine which one of the
3343 * available tracks to choose */
3344 chosen_track
= TrackToTrackBits(ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, nullptr, true));
3345 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3347 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3348 /* For each signal we find decrease the counter by one.
3349 * We start at two, so the first signal we pass decreases
3350 * this to one, then if we reach the next signal it is
3351 * decreased to zero and we won't pass that new signal. */
3352 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3353 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3354 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3355 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3356 /* However, we do not want to be stopped by PBS signals
3357 * entered via the back. */
3358 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3359 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3363 /* Check if it's a red signal and that force proceed is not clicked. */
3364 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3365 /* In front of a red signal */
3366 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3368 /* Don't handle stuck trains here. */
3369 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3371 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3374 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3375 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* Ticks::DAY_TICKS
* 2) return false;
3376 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3379 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3380 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* Ticks::DAY_TICKS
* 2) {
3381 DiagDirection exitdir
= TrackdirToExitdir(i
);
3382 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3384 exitdir
= ReverseDiagDir(exitdir
);
3386 /* check if a train is waiting on the other side */
3387 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3391 /* If we would reverse but are currently in a PBS block and
3392 * reversing of stuck trains is disabled, don't reverse.
3393 * This does not apply if the reason for reversing is a one-way
3394 * signal blocking us, because a train would then be stuck forever. */
3395 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3396 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3397 v
->wait_counter
= 0;
3400 goto reverse_train_direction
;
3402 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3405 /* The wagon is active, simply follow the prev vehicle. */
3406 if (prev
->tile
== gp
.new_tile
) {
3407 /* Choose the same track as prev */
3408 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3409 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3410 * However, just choose the track into the wormhole. */
3411 assert(IsTunnel(prev
->tile
));
3412 chosen_track
= bits
;
3414 chosen_track
= prev
->track
;
3417 /* Choose the track that leads to the tile where prev is.
3418 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3419 * I.e. when the tile between them has only space for a single vehicle like
3420 * 1) horizontal/vertical track tiles and
3421 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3422 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3424 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3425 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3426 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3427 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3428 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3430 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3431 assert(IsValidDiagDirection(exitdir
));
3432 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3434 chosen_track
&= bits
;
3437 /* Make sure chosen track is a valid track */
3439 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3440 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3441 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3443 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3444 const byte
*b
= _initial_tile_subcoord
[FindFirstBit(chosen_track
)][enterdir
];
3445 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3446 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3447 Direction chosen_dir
= (Direction
)b
[2];
3449 /* Call the landscape function and tell it that the vehicle entered the tile */
3450 uint32_t r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3451 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3455 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3456 Track track
= FindFirstTrack(chosen_track
);
3457 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3458 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3459 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3460 MarkTileDirtyByTile(gp
.new_tile
);
3463 /* Clear any track reservation when the last vehicle leaves the tile */
3464 if (v
->Next() == nullptr) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3466 v
->tile
= gp
.new_tile
;
3468 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3469 v
->First()->ConsistChanged(CCF_TRACK
);
3472 v
->track
= chosen_track
;
3476 /* We need to update signal status, but after the vehicle position hash
3477 * has been updated by UpdateInclination() */
3478 update_signals_crossing
= true;
3480 if (chosen_dir
!= v
->direction
) {
3481 if (prev
== nullptr && _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3482 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3483 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3484 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3486 direction_changed
= true;
3487 v
->direction
= chosen_dir
;
3490 if (v
->IsFrontEngine()) {
3491 v
->wait_counter
= 0;
3493 /* If we are approaching a crossing that is reserved, play the sound now. */
3494 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3495 if (crossing
!= INVALID_TILE
&& HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3497 /* Always try to extend the reservation when entering a tile. */
3498 CheckNextTrainTile(v
);
3501 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3502 /* The new position is the location where we want to stop */
3503 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3507 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
3508 /* Perform look-ahead on tunnel exit. */
3509 if (v
->IsFrontEngine()) {
3510 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
3511 CheckNextTrainTile(v
);
3513 /* Prevent v->UpdateInclination() being called with wrong parameters.
3514 * This could happen if the train was reversed inside the tunnel/bridge. */
3515 if (gp
.old_tile
== gp
.new_tile
) {
3516 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
3521 v
->UpdatePosition();
3522 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
3527 /* update image of train, as well as delta XY */
3532 v
->UpdatePosition();
3534 /* update the Z position of the vehicle */
3535 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false);
3537 if (prev
== nullptr) {
3538 /* This is the first vehicle in the train */
3539 AffectSpeedByZChange(v
, old_z
);
3542 if (update_signals_crossing
) {
3543 if (v
->IsFrontEngine()) {
3544 if (TrainMovedChangeSignals(gp
.new_tile
, enterdir
)) {
3545 /* We are entering a block with PBS signals right now, but
3546 * not through a PBS signal. This means we don't have a
3547 * reservation right now. As a conventional signal will only
3548 * ever be green if no other train is in the block, getting
3549 * a path should always be possible. If the player built
3550 * such a strange network that it is not possible, the train
3551 * will be marked as stuck and the player has to deal with
3553 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
3554 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
3555 !TryPathReserve(v
)) {
3556 MarkTrainAsStuck(v
);
3561 /* Signals can only change when the first
3562 * (above) or the last vehicle moves. */
3563 if (v
->Next() == nullptr) {
3564 TrainMovedChangeSignals(gp
.old_tile
, ReverseDiagDir(enterdir
));
3565 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
3569 /* Do not check on every tick to save some computing time. */
3570 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
3573 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
3578 /* We've reached end of line?? */
3579 if (prev
!= nullptr) FatalError("Disconnecting train");
3581 reverse_train_direction
:
3583 v
->wait_counter
= 0;
3586 ReverseTrainDirection(v
);
3593 * Collect trackbits of all crashed train vehicles on a tile
3594 * @param v Vehicle passed from Find/HasVehicleOnPos()
3595 * @param data trackdirbits for the result
3596 * @return nullptr to iterate over all vehicles on the tile.
3598 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
3600 TrackBits
*trackbits
= (TrackBits
*)data
;
3602 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
3603 TrackBits train_tbits
= Train::From(v
)->track
;
3604 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
3605 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3606 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
3607 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
3608 *trackbits
|= train_tbits
;
3615 static bool IsRailStationPlatformOccupied(TileIndex tile
)
3617 TileIndexDiff delta
= (GetRailStationAxis(tile
) == AXIS_X
? TileDiffXY(1, 0) : TileDiffXY(0, 1));
3619 for (TileIndex t
= tile
; IsCompatibleTrainStationTile(t
, tile
); t
-= delta
) {
3620 if (HasVehicleOnPos(t
, nullptr, &TrainOnTileEnum
)) return true;
3622 for (TileIndex t
= tile
+ delta
; IsCompatibleTrainStationTile(t
, tile
); t
+= delta
) {
3623 if (HasVehicleOnPos(t
, nullptr, &TrainOnTileEnum
)) return true;
3630 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3631 * train, then goes to the last wagon and deletes that. Each call to this function
3632 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3633 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3634 * @param v the Vehicle of which last wagon is to be removed
3636 static void DeleteLastWagon(Train
*v
)
3638 Train
*first
= v
->First();
3640 /* Go to the last wagon and delete the link pointing there
3641 * *u is then the one-before-last wagon, and *v the last
3642 * one which will physically be removed */
3644 for (; v
->Next() != nullptr; v
= v
->Next()) u
= v
;
3645 u
->SetNext(nullptr);
3648 /* Recalculate cached train properties */
3649 first
->ConsistChanged(CCF_ARRANGE
);
3650 /* Update the depot window if the first vehicle is in depot -
3651 * if v == first, then it is updated in PreDestructor() */
3652 if (first
->track
== TRACK_BIT_DEPOT
) {
3653 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
3655 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
3658 /* 'v' shouldn't be accessed after it has been deleted */
3659 TrackBits trackbits
= v
->track
;
3660 TileIndex tile
= v
->tile
;
3661 Owner owner
= v
->owner
;
3664 v
= nullptr; // make sure nobody will try to read 'v' anymore
3666 if (trackbits
== TRACK_BIT_WORMHOLE
) {
3667 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3668 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
3671 Track track
= TrackBitsToTrack(trackbits
);
3672 if (HasReservedTracks(tile
, trackbits
)) {
3673 UnreserveRailTrack(tile
, track
);
3675 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3676 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
3677 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
3679 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3680 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
3681 for (Track t
: SetTrackBitIterator(remaining_trackbits
)) TryReserveRailTrack(tile
, t
);
3684 /* check if the wagon was on a road/rail-crossing */
3685 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
3687 if (IsRailStationTile(tile
)) {
3688 bool occupied
= IsRailStationPlatformOccupied(tile
);
3689 DiagDirection dir
= AxisToDiagDir(GetRailStationAxis(tile
));
3690 SetRailStationPlatformReservation(tile
, dir
, occupied
);
3691 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), occupied
);
3694 /* Update signals */
3695 if (IsTileType(tile
, MP_TUNNELBRIDGE
) || IsRailDepotTile(tile
)) {
3696 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
3698 SetSignalsOnBothDir(tile
, track
, owner
);
3703 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3704 * @param v First crashed vehicle.
3706 static void ChangeTrainDirRandomly(Train
*v
)
3708 static const DirDiff delta
[] = {
3709 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
3713 /* We don't need to twist around vehicles if they're not visible */
3714 if (!(v
->vehstatus
& VS_HIDDEN
)) {
3715 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
3716 /* Refrain from updating the z position of the vehicle when on
3717 * a bridge, because UpdateInclination() will put the vehicle under
3718 * the bridge in that case */
3719 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3720 v
->UpdatePosition();
3721 v
->UpdateInclination(false, true);
3723 v
->UpdateViewport(false, true);
3726 } while ((v
= v
->Next()) != nullptr);
3730 * Handle a crashed train.
3731 * @param v First train vehicle.
3732 * @return %Vehicle chain still exists.
3734 static bool HandleCrashedTrain(Train
*v
)
3736 int state
= ++v
->crash_anim_pos
;
3738 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
3739 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
3743 if (state
<= 200 && Chance16R(1, 7, r
)) {
3744 int index
= (r
* 10 >> 16);
3751 CreateEffectVehicleRel(u
,
3755 EV_EXPLOSION_SMALL
);
3758 } while ((u
= u
->Next()) != nullptr);
3761 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
3763 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
3764 bool ret
= v
->Next() != nullptr;
3772 /** Maximum speeds for train that is broken down or approaching line end */
3773 static const uint16_t _breakdown_speeds
[16] = {
3774 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3779 * Train is approaching line end, slow down and possibly reverse
3781 * @param v front train engine
3782 * @param signal not line end, just a red signal
3783 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3784 * @return true iff we did NOT have to reverse
3786 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
3788 /* Calc position within the current tile */
3789 uint x
= v
->x_pos
& 0xF;
3790 uint y
= v
->y_pos
& 0xF;
3792 /* for diagonal directions, 'x' will be 0..15 -
3793 * for other directions, it will be 1, 3, 5, ..., 15 */
3794 switch (v
->direction
) {
3795 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
3796 case DIR_NW
: x
= y
; [[fallthrough
]];
3797 case DIR_NE
: x
= ~x
+ 16; break;
3798 case DIR_E
: x
= ~x
+ y
+ 9; break;
3799 case DIR_SE
: x
= y
; break;
3800 case DIR_S
: x
= x
+ y
- 7; break;
3801 case DIR_W
: x
= ~y
+ x
+ 9; break;
3805 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3806 * does not cross the tile boundary when we do reverse, but as the vehicle's
3807 * location is based on their center, use half a vehicle's length as offset.
3808 * Multiply the half-length by two for straight directions to compensate that
3809 * we only get odd x offsets there. */
3810 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
3811 /* we are too near the tile end, reverse now */
3813 if (reverse
) ReverseTrainDirection(v
);
3818 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3819 uint16_t break_speed
= _breakdown_speeds
[x
& 0xF];
3820 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3827 * Determines whether train would like to leave the tile
3828 * @param v train to test
3829 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
3831 static bool TrainCanLeaveTile(const Train
*v
)
3833 /* Exit if inside a tunnel/bridge or a depot */
3834 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
3836 TileIndex tile
= v
->tile
;
3838 /* entering a tunnel/bridge? */
3839 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
3840 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
3841 if (DiagDirToDir(dir
) == v
->direction
) return false;
3844 /* entering a depot? */
3845 if (IsRailDepotTile(tile
)) {
3846 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
3847 if (DiagDirToDir(dir
) == v
->direction
) return false;
3855 * Determines whether train is approaching a rail-road crossing
3856 * (thus making it barred)
3857 * @param v front engine of train
3858 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
3859 * @pre v in non-crashed front engine
3861 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
3863 assert(v
->IsFrontEngine());
3864 assert(!(v
->vehstatus
& VS_CRASHED
));
3866 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
3868 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3869 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3871 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3872 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
3873 !CheckCompatibleRail(v
, tile
)) {
3874 return INVALID_TILE
;
3882 * Checks for line end. Also, bars crossing at next tile if needed
3884 * @param v vehicle we are checking
3885 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3886 * @return true iff we did NOT have to reverse
3888 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
3890 /* First, handle broken down train */
3892 int t
= v
->breakdown_ctr
;
3894 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3896 uint16_t break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
3897 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3899 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
3902 if (!TrainCanLeaveTile(v
)) return true;
3904 /* Determine the non-diagonal direction in which we will exit this tile */
3905 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3906 /* Calculate next tile */
3907 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3909 /* Determine the track status on the next tile */
3910 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
3911 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
3913 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3914 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
3916 /* We are sure the train is not entering a depot, it is detected above */
3918 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3919 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3920 if (Rail90DegTurnDisallowed(GetTileRailType(v
->tile
), GetTileRailType(tile
))) {
3921 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3924 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3925 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
3926 return TrainApproachingLineEnd(v
, false, reverse
);
3929 /* approaching red signal */
3930 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
3932 /* approaching a rail/road crossing? then make it red */
3933 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
3939 static bool TrainLocoHandler(Train
*v
, bool mode
)
3941 /* train has crashed? */
3942 if (v
->vehstatus
& VS_CRASHED
) {
3943 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
3946 if (v
->force_proceed
!= TFP_NONE
) {
3947 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3948 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3951 /* train is broken down? */
3952 if (v
->HandleBreakdown()) return true;
3954 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
3955 ReverseTrainDirection(v
);
3958 /* exit if train is stopped */
3959 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
3961 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
3962 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
3963 v
->wait_counter
= 0;
3966 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3967 ReverseTrainDirection(v
);
3969 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
3970 /* Try to reserve a path when leaving the station as we
3971 * might not be marked as wanting a reservation, e.g.
3972 * when an overlength train gets turned around in a station. */
3973 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3974 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
3976 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
3977 TryPathReserve(v
, true, true);
3979 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3982 v
->HandleLoading(mode
);
3984 if (v
->current_order
.IsType(OT_LOADING
)) return true;
3986 if (CheckTrainStayInDepot(v
)) return true;
3988 if (!mode
) v
->ShowVisualEffect();
3990 /* We had no order but have an order now, do look ahead. */
3991 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
3992 CheckNextTrainTile(v
);
3995 /* Handle stuck trains. */
3996 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3999 /* Should we try reversing this tick if still stuck? */
4000 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* Ticks::DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
4002 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
4003 if (!TryPathReserve(v
)) {
4005 if (turn_around
) ReverseTrainDirection(v
);
4007 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* Ticks::DAY_TICKS
) {
4008 /* Show message to player. */
4009 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
4010 SetDParam(0, v
->index
);
4011 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
4013 v
->wait_counter
= 0;
4015 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4016 if (v
->force_proceed
== TFP_NONE
) return true;
4017 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4018 v
->wait_counter
= 0;
4019 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4023 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
4024 v
->current_order
.Free();
4025 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4029 int j
= v
->UpdateSpeed();
4031 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4032 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
4033 /* If we manually stopped, we're not force-proceeding anymore. */
4034 v
->force_proceed
= TFP_NONE
;
4035 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
4038 int adv_spd
= v
->GetAdvanceDistance();
4040 /* if the vehicle has speed 0, update the last_speed field. */
4041 if (v
->cur_speed
== 0) v
->SetLastSpeed();
4043 TrainCheckIfLineEnds(v
);
4044 /* Loop until the train has finished moving. */
4047 TrainController(v
, nullptr);
4048 /* Don't continue to move if the train crashed. */
4049 if (CheckTrainCollision(v
)) break;
4050 /* Determine distance to next map position */
4051 adv_spd
= v
->GetAdvanceDistance();
4053 /* No more moving this tick */
4054 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
4056 OrderType order_type
= v
->current_order
.GetType();
4057 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4058 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
4059 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
4060 IsTileType(v
->tile
, MP_STATION
) &&
4061 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
4068 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
4069 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
4071 u
->UpdateViewport(false, false);
4074 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
4080 * Get running cost for the train consist.
4081 * @return Yearly running costs.
4083 Money
Train::GetRunningCost() const
4086 const Train
*v
= this;
4089 const Engine
*e
= v
->GetEngine();
4090 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
4092 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
4093 if (cost_factor
== 0) continue;
4095 /* Halve running cost for multiheaded parts */
4096 if (v
->IsMultiheaded()) cost_factor
/= 2;
4098 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
4099 } while ((v
= v
->GetNextVehicle()) != nullptr);
4105 * Update train vehicle data for a tick.
4106 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
4110 this->tick_counter
++;
4112 if (this->IsFrontEngine()) {
4113 PerformanceAccumulator
framerate(PFE_GL_TRAINS
);
4115 if (!(this->vehstatus
& VS_STOPPED
) || this->cur_speed
> 0) this->running_ticks
++;
4117 this->current_order_time
++;
4119 if (!TrainLocoHandler(this, false)) return false;
4121 return TrainLocoHandler(this, true);
4122 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
4123 /* Delete flooded standalone wagon chain */
4124 if (++this->crash_anim_pos
>= 4400) {
4134 * Check whether a train needs service, and if so, find a depot or service it.
4135 * @return v %Train to check.
4137 static void CheckIfTrainNeedsService(Train
*v
)
4139 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
4140 if (v
->IsChainInDepot()) {
4141 VehicleServiceInDepot(v
);
4146 switch (_settings_game
.pf
.pathfinder_for_trains
) {
4147 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
4148 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
4149 default: NOT_REACHED();
4152 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
4153 /* Only go to the depot if it is not too far out of our way. */
4154 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
4155 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
4156 /* If we were already heading for a depot but it has
4157 * suddenly moved farther away, we continue our normal
4159 v
->current_order
.MakeDummy();
4160 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4165 DepotID depot
= GetDepotIndex(tfdd
.tile
);
4167 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
4168 v
->current_order
.GetDestination() != depot
&&
4173 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
4174 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
, ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
, ODATFB_NEAREST_DEPOT
);
4175 v
->dest_tile
= tfdd
.tile
;
4176 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4179 /** Calendar day handler. */
4180 void Train::OnNewCalendarDay()
4185 /** Economy day handler. */
4186 void Train::OnNewEconomyDay()
4188 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4190 if (this->IsFrontEngine()) {
4191 CheckVehicleBreakdown(this);
4193 CheckIfTrainNeedsService(this);
4197 /* update destination */
4198 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4199 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4200 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4203 if (this->running_ticks
!= 0) {
4205 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (CalendarTime::DAYS_IN_YEAR
* Ticks::DAY_TICKS
));
4207 this->profit_this_year
-= cost
.GetCost();
4208 this->running_ticks
= 0;
4210 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4212 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4213 SetWindowClassesDirty(WC_TRAINS_LIST
);
4219 * Get the tracks of the train vehicle.
4220 * @return Current tracks of the vehicle.
4222 Trackdir
Train::GetVehicleTrackdir() const
4224 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
4226 if (this->track
== TRACK_BIT_DEPOT
) {
4227 /* We'll assume the train is facing outwards */
4228 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4231 if (this->track
== TRACK_BIT_WORMHOLE
) {
4232 /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4233 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4236 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);
4239 uint16_t Train::GetMaxWeight() const
4241 uint16_t weight
= CargoSpec::Get(this->cargo_type
)->WeightOfNUnitsInTrain(this->GetEngine()->DetermineCapacity(this));
4243 /* Vehicle weight is not added for articulated parts. */
4244 if (!this->IsArticulatedPart()) {
4245 weight
+= GetVehicleProperty(this, PROP_TRAIN_WEIGHT
, RailVehInfo(this->engine_type
)->weight
);
4248 /* Powered wagons have extra weight added. */
4249 if (HasBit(this->flags
, VRF_POWEREDWAGON
)) {
4250 weight
+= RailVehInfo(this->gcache
.first_engine
)->pow_wag_weight
;